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http://587.claudiastrong.com/time-magazine-space-3/
TIME Magazine — Typography – PUBLICATION DESIGN
TIME Magazine — Typography TIME Magazine — Typography
TIME Magazine — Typography – PUBLICATION DESIGN TIME Magazine — Typography Posted on February 7, 2016 by ashleymcbride TIME Magazine uses a large slab serif for its section headers (The Brief, The View, Time Off) and headlines on the front page. For the body copy, TIME Magazine uses the Proforma typeface, another serif font. Serif fonts work for smaller text because the “feet” help readers recognize the letters and read the words. For elements like factoids and news briefs, TIME uses different weights of Franklin Gothic. On the sidebar of this spread, Milestones and TRENDING are in the slab serif font, which I have been unable to identify, the subheads are in Proforma, and the rest of the copy is in Franklin Gothic. TIME’s print magazine underwent a major redesign in 2015, and prior to that used Franklin Gothic as a headline font. These screenshots came from Fonts in Use, here. TIME’s signature color is red, and uses it to call attention to different elements on the page. In the table of contents, the feature story headlines and page numbers are in red so the reader’s eye immediately goes there and knows where to turn to read those stories. The table of contents also uses a bold face Franklin Gothic to highlight major themes of each story: Bernie Sanders, Alan Rickman, Oscars, Rio Olympics, etc. On the Verbatim page, which features recent quotes from various public figures, all of the quotes are in different typefaces: Franklin Gothic, Proforma, unidentified slab serif, as well as in different weights and cases. This page feels a bit chaotic, because in addition to different typefaces, weights and cases, TIME also uses red to highlight two quotes and a number. I’m not sure the designer where intended the reader’s eye to land first, but I first go to “No more pussyfootin’ around,” because it is both red and boldfaced. On the feature spreads, TIME uses Proforma italic for cutlines, and often places the cutlines on top of the photos in white. The body copy is in Proforma regular, and other elements like timelines and factoids are in Franklin Gothic, to set these elements apart from the body copy. Pull quotes are generally in the slab serif font and headlines on opening spreads vary. TIME does a good job of staying consistent with type on the same page/section (besides the Verbatim page): in The Brief, The View and Time Off sections, all of the header copy for each news brief is the same style, while the headlines are also the same style. See below: In general, headlines are in the large slab serif or Franklin Gothic, body copy and cutlines are in Proforma, and other small elements are in Franklin Gothic to set it apart from the body copy. TIME uses red often to call attention to headlines or subheads or bylines (usually one of these elements is in red, the others are in black.
msmarco_doc_00_27922359
http://58harleystreet.co.uk/ct-angiogram/
CT Angiogram | 58 Harley Street
CT Angiogram CT Angiogram CT Angiogram Coronary CT Angiogram
CT Angiogram | 58 Harley Street CT Angiogram CT Angiogram A conventional angiogram involves several injections of contrast dye via a thin tube (catheter) placed directly in the heart arteries. Placing the catheter is invasive – it has to be put in position by passing it through a small incision in the groin into the main leg artery and up to the heart via the aorta. Once the procedure is finished and the catheter withdrawn, you will need to lie still for several hours with a heavy weight over the incision to minimize the risk of leakage. In contrast, the CT angiogram (CTA) is completely non-invasive, requiring the injection of contrast dye via a needle in your arm. It is also much quicker and safer with no risk of damage to the heart or leg arteries. The fast speed and high spatial resolution of the scanner used allows detailed imaging of all of the coronary arteries, indeed more so than is available by conventional invasive angiography. The incredible advanced software used also quantifies the precise extent of the vulnerable soft plaque as well as very accurately assessing the degree of any narrowing (stenosis). Coronary CT Angiogram The coronary CT angiogram (CTA) is a diagnostic scan that is used to determine if any of the coronary arteries supplying blood to the heart are narrowed or becoming blocked. This procedure is recommended if: · You have symptoms such as chest pain which might suggest a narrowing of your heart arteries · You have had an EBCT scan or other tests that show significant coronary artery disease · You are at risk of heart disease and wish to have a definitive answer as to whether you have any ‘furring up’ of your heart arteries, including the dangerous soft cholesterol-rich plaques · Your previous coronary artery angioplasty, stent or bypass graft needs to be checked for a blockage · You need, or would like, a less invasive alternative to a conventional angiogram
msmarco_doc_00_27925520
http://596acres.org/
596 Acres – Tools for Community Land Access Advocacy
to build just and equitable cities Championing resident stewardship of land As of June 2018, 596 Acres is not providing advocacy but no staff is able to assist with crafting campaigns. by New Yorkers - we are so glad to have contributed to shaping a movement. We made these online advocacy tools: Events August Residency: Rockaway, Queens Urban Land Conservation at Land Preservation Rally in Trenton, New Jersey Workshop with the Youth Food Council
596 Acres – Tools for Community Land Access Advocacy Championing resident stewardship of land to build just and equitable cities As of June 2018, 596 Acres is not providing advocacy support in New York City. The tools and resources but no staff is able to assist with crafting campaigns. Community land access advocacy continues to be done by New Yorkers - we are so glad to have contributed to shaping a movement. support in New York City. Our tools remain online We made these online advocacy tools: Living Lots NYC Living Lots NYC is a clearinghouse of information that New Yorkers can use to find, unlock and protect our shared resources. 596 Acres started with vacant lots and remains committed to helping fill these holes. NYCommons NYCommons helps New Yorkers impact decisions about public land and buildings in their neighborhoods. It is a collaboration between Common Cause/NY, the Community Development Project at the Urban Justice Center, and 596 Acres. One Dollar Lots One Dollar Lots documents each time NYC sells or plans to sell a vacant lot to developers for $1. This tool can help New Yorkers better shape how dollar sales of public land impact our neighborhoods and city. Urban Reviewer Urban Reviewer catalogs over 150 urban renewal plans that NYC adopted to get federal funding for acquiring land, relocating the people living there, demolishing the structures and making way for new public and private development. Latest News 13 Aug Radical Transparency Paula Z. Segal | Aug 13, 2018 | Comments Off on Radical Transparency 17 Jun June 2018 Update Paula Z. Segal | Jun 17, 2018 | Comments Off on June 2018 Update 18 Apr Join us for Earth Day Weekend! 596 Acres | Apr 18, 2018 | Comments Off on Join us for Earth Day Weekend! Events 01 Aug August Residency: Rockaway, Queens August 1, 2012 @ 9:00 am - August 31, 2012 @ 5:00 pm FREE We’re planning an August residency at the Rockaways to dovetail with the release of our data for Queens. There is A LOT of vacant land there. We would love to partner with any existing organizations to schedule visioning sessions and pick targeted lots to label. Get in touch! 18 Mar Urban Land Conservation at Land Preservation Rally in Trenton, New Jersey March 18, 2016 @ 2:00 pm - 3:15 pm FREE Friday, March 18 from 2 p.m. to 3:15 p.m. At Trenton, NJ Paula Z. Segal will be part of a conversation on opportunities for urban land conservation at the 2016 Land Preservation Rally in Trenton, New Jersey, facilitated by Isles, with Olin Studios (Philadelphia) and the Greater Newark Conservancy. The Greater Newark Conservancy facilitates community […] 04 Feb Workshop with the Youth Food Council 61 St. James Place Brooklyn, NY 11238 United States February 4, 2012 @ 2:00 pm - 6:30 pm FREE Saturday, February 4 from 2 p.m. to 6:30 p.m. At Pratt Institute 61 St. James Pl Brooklyn NY 11238 Visioning and strategy workshop with the youth from the Food Council. Read about how it went below. The Youth Food Council Rocks! February 07, 2012 This past Saturday, 596 Acres had the honor and privilege of […] Our Collaborators
msmarco_doc_00_27927718
http://599bankruptcy.com/
MD Bankruptcy Lawyer
We'll Give you a Fresh Start! We'll Give you a Fresh Start!
MD Bankruptcy Lawyer 12 Reasons Services Process Contact Testimonials Chapter 13 We'll Give you a Fresh Start! MD Bankruptcy Attorney, Mr. Holmquist IS YOUR BEST CHANCE TO GET A FRESH START. The $525 fee includes your legal fee (what you pay the lawyers to represent you) AND your 2 BANKRUPTCY COURSES FOR UNDER $599! The only other cost is your filing fee: chapter 7, $335; chapter 13 $310. Mr. Holmquist is a MARYLAND BANKRUPTCY LAWYER ONLY AND Does NOT PRACTICE OTHER TYPES OF LAW. He has worked on thousands of Maryland bankruptcy cases including chapter 7 and chapter 13. If you are looking to have your case handled properly, need or would like to save money on your legal fees, and want a convenient process that saves you travel time, gas, and money, we are your only logical choice! LEGAL FEES FROM $525 COURT FILING FEE $335 BANKRUPTCY COURSES $20 FRESH START $880 YOU CAN PAY US LESS OR OTHERS MORE, IT'S UP TO YOU! CALL NOW 443-275-9001 YouTube H Lynne Dickerson 21 subscribers Subscribe Cost of Maryland Bankruptcy Info Shopping Tap to unmute If playback doesn't begin shortly, try restarting your device. You're signed out Videos you watch may be added to the TV's watch history and influence TV recommendations. To avoid this, cancel and sign in to YouTube on your computer. Cancel Confirm More videos More videos Switch camera Share Include playlist An error occurred while retrieving sharing information. Please try again later. Watch later Share Copy link Watch on 0:00 0:00 0:00 / 0:57 Live • Maryland Bankruptcy Attorney Serving all MD Except W.MD Thaddeus J. Holmquist, Esq. Phone: 443-275-9001
msmarco_doc_00_27931491
http://599cd.com/tips/excel/adding-dates-times/
Tips & Tricks - Excel - Adding Dates & Times
Tips & Tricks
Tips & Tricks - Excel - Adding Dates & Times Tips & Tricks New Tips Added Weekly! Click here to get on our Mailing List Access Excel Word Windows FrontPage Hardware Misc VB VBScript VB.NET ASP HTA Adding Dates & Times in Excel Q: I'm using Microsoft Excel 2003. How can I take a date, say 12/10/2007, and add 2 months to it? A: The simple way to add dates and times is to simply add values of 1 for each day. For example, if you have 1/1/2008 in cell A1, then you could say =A1+60 in cell B1 to add roughly two months to that date. This is good enough for most cases, and it works fine for weeks (adding 7 days). You can do the same thing with times if you realize that an hour is 1/24th of a day. If you want to add 6 hours to a time (1/4 of a day) then you could say =A1+ (1/4). If you want to add 5 hours, just say =A1+ (5/24). Now you just have to format the cell as a TIME and you get the right answer. Now like I said, this is usually good enough for most cases. But what about when you really need to be exact? Well, you can use Excel's DATE and TIME functions for more exact date arithmetic. For example. Let's say you need to add 2 months again. This time, however, the start date is 3/1/08. Adding 60 gives you the wrong date. So now we need something a little more advanced. Try using the DATE function: =DATE (YEAR (A1), MONTH (A1) +2, DAY (A1)) That adds exactly 2 months to the date in A1. You can do the same trick to add years or days. For example, this will add 5 years, 6 months, and 10 days to the date in A1: =DATE (YEAR (A1)+5, MONTH (A1)+6, DAY (A1))+10 Now adding TIME works just a little bit differently. If you want to add 6 hours to a cell use the TIME function like this: =A1+TIME (6,0,0) Yes, the value comes up with a strange 1/0/1900 20:00 at first, but if you just format the cell as a TIME value, it's correct. The TIME function basically is =TIME (hours, minutes, seconds). So if you want to add 2 hours, 15 minutes, 10 seconds, you would say: =A1+TIME (2,15,10). I cover dates and time in much more detail in my Excel 232 tutorial. I'll also show you how to calculate the difference between two dates or times, and teach you more about how dates and times are stored internally inside Excel. By Richard Rost Click here to sign up for more FREE tips You may want to read these articles from the 599CD News: 12/3/2020 Access v Excel: Which is Better? 8/18/2020 Excel Expert 11 Lessons 8/17/2020 Excel Courses 8/17/2020 Excel Expert Courses 8/15/2020 Excel 2010 Beginner 1 8/14/2020 Excel XLOOKUP Function 8/14/2020 Excel Worksheet Change VBA 8/14/2020 Excel TechHelp 7/27/2020 How to Get Microsoft Excel for Free 5/25/2020 Excel Expert 11 Learn Access - index Excel - index Word - index Windows - index PowerPoint - index Photoshop - index Visual Basic - index ASP - index Seminars More... Customers Account Login Online Theater Downloads Lost Password Free Upgrades Insider Circle Student Databases Change Email Info Latest News New Releases User Forums Topic Glossary Tips & Tricks Articles Search The Site Waiting List Production Schedule Code Vault Collapse Menus Help Live Chat Customer Support WalkThru Tutorials Troubleshooting FAQs TechHelp Consulting Services About Background Testimonials Jobs Affiliate Program Richard Rost Free Lessons Mailing List Order Video Tutorials Handbooks MYOLP Memberships Learning Connection Idiot's Guide to Excel Volume Discounts Payment Info Shipping Terms of Sale Contact Live Chat General Info Support Policy Contact Form Email Richard Mailing Address Phone Number Fax Number Course Survey
msmarco_doc_00_27933353
http://59streetbridge.com/stuff-that-was-important-in-the-70s-that-doesnt-exist-anymore/
Stuff That Was Important in the 70’s That Doesn’t Exist Anymore | Across the 59th Street Bridge & Back
Stuff That Was Important in the 70’s That Doesn’t Exist Anymore Stuff That Was Important in the 70’s That Doesn’t Exist Anymore Post navigation
Stuff That Was Important in the 70’s That Doesn’t Exist Anymore | Across the 59th Street Bridge & Back Stuff That Was Important in the 70’s That Doesn’t Exist Anymore January 13, 2014 by Barbara There were several things I regularly encountered in the 70’s that were important components of my daily life. Many of them are gone now. Here are just a few. Photo booths. If you were feeling bored and silly, you could go to a store like Woolworth’s and for a quarter you could have a series of black and white pictures taken showing you and your friends doing something stupid. Note to readers born after 1995: this was the closest thing we had to Snapchat, but kids today are much smarter because they can make their Snapshot photos disappear in a matter of seconds. People like me end up with friends who find photo booth pictures in the back of their closet and post them on my Facebook page. Today it’s a lot harder to find a photo booth and when you do, it’s generally only used for passport pictures or as a source of nostalgic entertainment at Bar Mitzvahs and Sweet Sixteens. Foot X-rays. Up until 1970, mom would take us once a year to the Buster Brown shoe store for new school shoes. The excitement around this outing had nothing to do with getting new shoes and little to do with the free helium balloon you received after your visit. The highlight of the trip was getting a turn at the X-Ray shoe fitter machine. The machine allowed you to see all the bones in your feet while simultaneously getting a healthy dose of radiation. The machine was generally operated by a shoe salesman blowing cigarette smoke in your face while buffing a pair of new Mary Janes with some toxic shoe polish. Our foot x-ray days ended around 1970 when these machines were banned. Rotary phones. Dialing a number with a lot of 9’s in it was a bitch, you had to memorize important phone numbers in your head because there was no auto-dial, the long phone cords were always tangled, and if another caller was trying to get through while you were on the line, they were out of luck. If someone tried to call you with an important message and you weren’t home, you were screwed because there was no way to leave a message back then. But on the positive side, at least you always knew where the phone was because it was cemented to the wall. , Arcade games. It used to be that you couldn’t walk into a candy store or newspaper shop without seeing a pinball machine, Pong, Asteroids, or PacMan. Today the only place I ever see arcade games is at the Museum of the Moving Image in Queens with a sign that says, “Do Not Touch.” Typewriters. When I was a teenager, I got a typewriter before I went to college. It was considered essential. There was no such thing as a Royal Ultra Book or a Smith Corona Air. There was one weight of typewriter…heavy. Back then, copy and pasting meant copying someone else’s term paper, not moving text around on the computer screen. There was no spell-check which meant students required a lot of white-out, which for many, replaced the mimeograph paper we were all getting buzzed off of back in first grade. Records. Part of the fun of listening to music was going to the record store or Alexander’s and leafing through the album covers. The photos, artwork, or images on the covers were often just as exciting as the album itself. Back then, you couldn’t Google the lyrics to your favorite song, so it was always eye-opening when you purchased the album and realized you’d been singing the wrong lyrics.. After months of belting out Simon & Garfunkel’s Sound of Silence singing “silence like a casserole” I finally realized that the duo was singing “silence like a cancer grows.” I still like my version better. Toaster ovens. We didn’t have a toaster oven growing up, but I always thought we needed one because everyone else seemed to have one. Apparently no one thinks this anymore, since I never see them anymore, except in my mother’s house because she bought one after I moved out! Subway tokens. Long before NYC Metrocards, everyone had to carry around tokens that were usually stuffed all the way at the bottom of your pocket and covered with lint or used tissues when you finally fished them out of your jeans. Despite the inconvenience, I miss subway tokens and I have been known to oogle over the New York Transit Museum store’s kitchy, gaudy, noisy, subway token charm bracelet with genuine tokens from different decades. Note to close friends and family: this would make a great gift for me if you’ve missed Christmas or my birthday. Skate keys. Before there were roller blades, kids had skates with keys that were used to adjust the size. Every kid was told to wear their key around their neck so it wouldn’t get lost. By the time I got my first pair of skates, Super Skates were invented which were adjustable without a key but never really gave you a snug fit. Fortunately Super Skates prepared me for the dozens of uncomfortable, impractical shoes I would purchase for decades to come. Captain Crunch ice cream bars. This was the best ice cream bar on the planet. I thought it was pure genius to blend a breakfast cereal with ice cream. Was I the only one? How could these gems have ever disappeared? I am still scratching my head. Rectal thermometers. Who doesn’t remember the embarrassment and discomfort of having a rectal thermometer shoved up your ass? Today this is reserved for people who are unconscious or for whatever reason can’t seem to use a mouth or ear thermometer, but back in the 70’s if your mother suspected you had a fever, there was no escaping the rectal thermometer. Lollipops at the doctor’s office. Sometime between 1980 and 1990, offering lollipops at the doctor’s office fell out of vogue. Ever since my kids started going to the pediatrician’s office, I have tried my best not to roll my eyes at the end of the visit when they are offered stickers. Big whoop. If I’ve just been poked and prodded (and perhaps just had an encounter with a rectal thermometer), I expect some compensation in the form of candy; not a piece of paper with glue. TV antennas. Before high definition, we had rabbit ears and snow. TV antennas were used to help make the picture clearer or more stable, get rid of weird zig zag lines on the screen, and eliminate snow, a euphemism for no freaking picture at all. Adjusting the rabbit ears was never an exact science and required a great deal of creativity. Each member of the family would take turns moving the rabbit ears close together and far apart hoping our actions would result in a clearer picture. Getting the rabbit ears in the right position for a clear picture usually required certain sacrifices like holding the antenna in a certain position with one hand, eliminating sudden movements, or suppressing breathing. TV test patterns. Before television was 24/7 and five-hour marathons of Law & Order and Hoarders didn’t exist, people used to go to bed no later than 1:30 am, when television programming ended for the evening. After Johnny Carson and the late night movie, a picture of an American flag would come on and the national anthem would be played. After this, all you could watch on TV was a test pattern with colors or more snow. Anything with a dial. Before there were remotes, people were forced to get up off their asses and change the channel when they wanted to watch a different television show. The same was true of the radio when you wanted to change the station. My father actually invented the concept for the first remote which was essentially any child in the family who walked past the television while he was watching. He would point a finger at one of us and ask us to change the channel for him, never leaving his chair. We served his purpose and we never ran out of batteries. Post navigation ← Queens to English Dictionary Got GPS? Don’t Bother Using it in Queens →
msmarco_doc_00_27937284
http://5bbiology.weebly.com/barking-spider.html
Barking Spider - 5B Biology
Barking spider Barking spider The Barking spider The Barking spider is a big hairy Australian Tarantula that lives in The Mulga country (Queensland). It feeds on Small birds, Frogs, lizards and insects. The Barking spider is made up of two body segments (just) as all spiders). The Scientific name of the Barking spider is the Selenocosmia Crassipes. Some structural ​adaptations of the barking spider are... The barking spider has to brush feet (Palps) used for brushing dirt to get a space to live in. They also have claw tuffs so when they are digging if they come across rocks they can slowly dig through them. The last structural adaptation is its spinneret, which is only used on occasion to make a web. Some behavioural adaptations are... The spider rubs its pulps against its stony ruff spines to make a barking sound (as you can imagine this is why it is called a barking spider) this is used to scare away predators so the spider can live another day. The next adaptation is the film of oil they grow nearly straight after the spider is born, this film of oil is used so it can climb mountains. The next adaptation is the suction cup above the oil this is actually part of the last adaptation but still a whole new muscle. The last adaptation is its lungs; its lungs are designed specially so that they can last in the cold and hot and humid environments, The lungs are designed so that when the spider breathes it breathes in humid oxygen. The Barking spider only really has or one threat on is survival. This threat is… the predators; the predators are Owls, Dingos, Feral cats and Red foxes. These creatures population is growing and growing killing the barking spider at extreme rates. The Barking spider is a large hairy creature that has survived amazing conditions. It feeds on Lizards, Frogs, Insects and Small birds. It rubs its Pulps against its spine to make a barking noise to scare away its predators (that is how it got its name). It has brush feet for digging its home and a spinneret for an occasional web. Live barking spider in the wild! ​ ​ Were to see a barking spider! Fun facts!
Barking Spider - 5B Biology Home Spinifex Desert Bloodwood Tree Ghost Gum Sturt's Desert Pea Silver Cassia Bloodwood Gall Spinifex Hopping Mouse Thorny Devil Dingo Barn Owl Emu Perentie Bandy Bandy Budgerigar Bearded Dragon Red-capped Robin Barking Spider Narrow-banded Sand Swimmer Greater Stick Nest Rat Southern Marsupial Mole Spencer's Burrowing frog Camel Smooth Knob-tailed gecko Bilby Red Kangaroo Koala Example Barking spider The Barking spider The Barking spider is a big hairy Australian Tarantula that lives in The Mulga country (Queensland). It feeds on Small birds, Frogs, lizards and insects. The Barking spider is made up of two body segments (just) as all spiders). The Scientific name of the Barking spider is the Selenocosmia Crassipes. Some structural ​adaptations of the barking spider are... The barking spider has to brush feet (Palps) used for brushing dirt to get a space to live in. They also have claw tuffs so when they are digging if they come across rocks they can slowly dig through them. The last structural adaptation is its spinneret, which is only used on occasion to make a web. Some behavioural adaptations are... The spider rubs its pulps against its stony ruff spines to make a barking sound (as you can imagine this is why it is called a barking spider) this is used to scare away predators so the spider can live another day. The next adaptation is the film of oil they grow nearly straight after the spider is born, this film of oil is used so it can climb mountains. The next adaptation is the suction cup above the oil this is actually part of the last adaptation but still a whole new muscle. The last adaptation is its lungs; its lungs are designed specially so that they can last in the cold and hot and humid environments, The lungs are designed so that when the spider breathes it breathes in humid oxygen. The Barking spider only really has or one threat on is survival. This threat is… the predators; the predators are Owls, Dingos, Feral cats and Red foxes. These creatures population is growing and growing killing the barking spider at extreme rates. The Barking spider is a large hairy creature that has survived amazing conditions. It feeds on Lizards, Frogs, Insects and Small birds. It rubs its Pulps against its spine to make a barking noise to scare away its predators (that is how it got its name). It has brush feet for digging its home and a spinneret for an occasional web. Live barking spider in the wild! ​ ​ YouTube Steve Clark 138 subscribers Subscribe Barking spider Watch later Copy link Info Shopping Tap to unmute If playback doesn't begin shortly, try restarting your device. You're signed out Videos you watch may be added to the TV's watch history and influence TV recommendations. To avoid this, cancel and sign in to YouTube on your computer. Cancel Confirm More videos More videos Switch camera Share Include playlist An error occurred while retrieving sharing information. Please try again later. Watch on 0:00 0:00 0:00 / 0:36 Live • Were to see a barking spider! Fun facts!
msmarco_doc_00_27945842
http://5bestaccountabilitycoach.com/
5 Best Accountability Coach – Compare Top Accountability Coach
Compare Top Accountability Coaching Services Compare Top Accountability Coaching Services How to Choose the Best Accountability Coach for Your Needs What to look for: Making a decision…
5 Best Accountability Coach – Compare Top Accountability Coach Compare Top Accountability Coaching Services Rank Coach Best For Features Money back Reviews More details 1 Entrepreneurs looking for top shelf / best-in-class solution Anyone looking to outsource their battle for focus & productivity Anyone looking to hire pro accountability into "their team" Scientific methodology, ultra-experienced coaches, founder is world's top expert Dedicated, 1-to-1 highly trained accountability coach pros Multiple points of contact each week (phone, email, text/SMS) Strategic to-do list and "deep work calendar" built for you (concierge style) Cutting edge multi-feature productivity software (perfect addition to any system) Huge member-only webinar resource archive + monthly live masterclasses Locations: US & International 30 Day Full Refund Guarantee 4.9 Visit Site 2 Women looking to lose weight and feel more comfortable in their skin If you're looking for support with a major weight problem Prefer flexible and non restrictive eating plans Looking for a long term change Wanting to improve their relationship with their self and food 1:1 Accountability Email Check Ins with dedicated weight loss coach Weekly Group Call for Support and Mindset Work Amazing community of women Mindset: change yourself from the inside out Individual nutrition recommendations, based on your likes and lifestyle Locations: International 100% Satisfaction Guarantee 4.7 Visit Site 3 Those looking to lose weight and get fit with daily accountability Prefer flexible meal and exercise plans Looking to change their relationship with food Everyone: No application process is required Daily reporting and tracking through mobile or web app Daily personalized feedback from your own expert coach 24/7 text and email support + Crisis calls Meals: Custom. Based on individual’s preferences Maintenance: Free lifetime maintenance Locations: US & International 30 Day Full Refund Guarantee 4.5 Visit Site 4 Those looking to lose weight and get fit with daily accountability Prefer following a prescribed meal plan Willing to exercise 60 min day / 7 days a week Some People: Must submit an application Daily reporting via text message Meals: Vegan, Dairy free Maintenance: $110 for 4/weeks Locations: US & Canada No refund policy 3.3 Visit Site 5 Executives and entrepreneurs Anyone looking to learn time management skills Anyone looking to plan better Solo operator (work directly with the only coach) Learn new approaches to planning and productivity Flexible approach can be tailored for your needs Free consultation sales call to start Cancel Anytime, First Month Free 2.8 Visit Site How to Choose the Best Accountability Coach for Your Needs Whether you are a business owner, entrepreneur, lifestyle designer or creative… you have realized that there is a reason you aren’t reaching your full potential. For experienced and smart entrepreneurs, it’s never tactics or ideas that are missing. Not reaching potential is always due to a lack of execution. You know there are things that you want to do and things that you should be doing but you simply aren’t getting them done. You need accountability if you’re slower finishing your projects, executing on an idea, growing your business, or reaching a personal goal than you know in your bones you’re capable of. There are a wide variety of services that can add some level of accountability. Whether you are looking for a boost in productivity, the motivation to finally execute on those growth projects, or want to meet a more personal goal (working out, writing, etc.), there is a service out there for you. What to look for: 1. Frequency – how often will you speak to your coach? Once week is the norm but additional check ins do offer an immense value add on. Email and/or text check ins/reminders will layer in even more accountability to your effort to stay on track. 2. Additional features – Does the service offer additional tools to help you reach your goals? These can be in the form of an accompanying app and/or webinars, planning programs, tutorials, etc. What other value does the service provide? 3. Scheduling – an important, often overlooked feature – does the service hold you accountable to WHEN you will be getting something done? Do they offer calendar/scheduling support? 4. Quality of Service – Look for a service that is evidence based and/or science backed. Is it a simple “phone-a-friend” service or empirically driven where the coach provides a service that is rooted in science/evidence based methodology. Making a decision… Step 1 – Define which services your needs and what is most important to you. Narrowing down your precise needs and objectives will make the choice easier. Step 2. Establish a budget: what is finally executing on your goals worth to you? Think through your potential for ROI – will a boost in accountability push you to produce financial growth? If so, premium and professional accountability coaching could pay for itself many times over. In addition, it may even be a tax write off for you which makes a premium service even more of a no brainer. Step 3. Evaluate key aspects of accountability coaching service: Additional features, methodology, customer service, satisfaction guarantee, terms, cost, and security. With this information accounted for, you will be able to differentiate between accountability services. Step 4. Read Accountability Coaching Reviews: finally and maybe most importantly, what kind of reviews does the service have? Does it give you confidence that you will be a good fit and be provided with what you need? Step 5. Look for genuine testimonials: Video testimonials, especially user-created ones are a sure sign of a phenomenal service. The more organic and “self made” they feel, the more confident you can be in the accountability coaching service.
msmarco_doc_00_27951294
http://5bs.com/
5B's Contract Embroidery and Screen Printing
ASK US ABOUT OUR $0.25 PRINTS SPECIAL Embroidery Screen Printing Stock Program Other Services GET TO KNOW YOUR DECORATOR
5B's Contract Embroidery and Screen Printing ‹ › ASK US ABOUT OUR $0.25 PRINTS SPECIAL Embroidery With nearly 40 years of experience & 400+ embroidery heads at our disposal, 5B’s is ready to accommodate all of your embroidery needs. Industry leading capacity & rush services available. Screen Printing Currently operating eight automatic screen print presses, 5B’s completed a 70,000 sq. ft. expansion in 2019. The multimillion-dollar project doubled capacity & features state-of-the-art upgrades to the 5B’s printing process. Stock Program Looking for a one-stop shop? With a 500,000+ on-site inventory, 5B’s makes it easy to purchase your goods & have them printed all with one phone call. Plus, all stock orders ship free! Other Services 5B’s offers a variety of additional services including digitizing, warehousing & special garment prepping. Go the extra mile with 5B’s additional services. Blind shipping available! GET TO KNOW YOUR DECORATOR As a family-owned company founded in 1980, 5B’s Embroidery & Screen Print is now one of the largest contract decorators in the United States and still growing! 5B’s combines state-of-the-art systems with old-fashioned values centered around you, our customer. From its humble beginnings as a specialty sewing business operated from the family’s basement, 5B’s has occupied a 170,000 square foot facility in Zanesville, Ohio for nearly 25 years. “The Factory,” as most call it, received a 70,000 sq. ft. expansion in the Spring of 2019. The expansion features a state-of-the-art screen print facility and has doubled the capacity for one of the fastest growing print shops in the industry. “The Factory” also houses over 400 embroidery heads, 300+ employees and a production floor that operates 20 hours a day, 7 days a week. Looking for a One-Stop Shop or one-invoice solution? Our stock program is the perfect choice! We currently stock 500,000+ garments across 17+ styles from household brands Fruit of the Loom & JERZEES so that you never have to hassle with suppliers again! Purchase your goods + decorating from 5B’s with one phone call and enjoy all the stock program benefits that our customers love! Those benefits include no screen charges, free shipping, discounted printing prices, and our no spoilage guarantee! 5B’s takes pride in providing our customers with on-time delivery, attention to detail, great customer service and competitive pricing. We invite you to experience the 5B’s difference!!! Interested in 5B’s Embroidery or Screen Printing Services? Click the ICONS above for more Information and Pricing. Or, contact our 5B’s CUSTOMER SERVICE DEPARTMENT Monday – Friday, 9:00 AM – 5:00 PM EST @ 740-454-8453 for more information about all of our products and services. We look forward to working with you on your next project.
msmarco_doc_00_27957747
http://5chicago.com/calendar/chosen-few-djs-daley-plaza/
Chicago, House Music Takes Over Daley Plaza All Summer Long
The Last Chosen Few Lunchtime Jam In Daley Plaza The Last Chosen Few Lunchtime Jam In Daley Plaza Venue:
Chicago, House Music Takes Over Daley Plaza All Summer Long The Last Chosen Few Lunchtime Jam In Daley Plaza The final Hot Lunch Mix of the season with the Chosen Few DJs takes place October 7 under the Picasso in Daley Plaza from noon to 1pm. All summer long, The Chosen Few DJs have played lunchtime gigs outdoors at Daley Plaza on the first Wednesday of the month for something they call the Hot Lunch Mix. October 7 marks the final lunchtime jam of the season, so head down to Daley Plaza (50 W. Washington) in Downtown Chicago under the Picasso for the last blow out from noon to 1pm. However, the City of Chicago’s Wired Fridays event will be picking up next Friday, October 16 at noon, with the first date scheduled to be in the same Daley Plaza with music by Mr. Roy Davis, Jr. The Chosen Few are Chicago’s most long-lasting DJ collective, founded by Wayne Williams and featuring Alan King, Jesse Saunders, Andre Hatchett, Tony Hatchett, Terry Hunter and Mike Dunn. Their most notable event each year is the Chosen Few Picnic which attracts an estimated forty to fifty thousands revelers every summer. Venue: Daley Plaza 50 W. Washington Chicago, IL Tickets: Free
msmarco_doc_00_27961077
http://5dca.org/faq.shtml
Frequently Asked Questions - Fifth District Court of Appeal
Frequently Asked Questions Florida’s Fifth District Court of Appeal Search Frequently Asked Questions
Frequently Asked Questions - Fifth District Court of Appeal Skip to Main Content Florida’s Fifth District Court of Appeal Judges Chief Judge Kerry I. Evander Judge Jay P. Cohen Judge F. Rand Wallis Judge Brian D. Lambert Judge James A. Edwards Judge Eric J. Eisnaugle Judge John M. Harris Judge Meredith L. Sasso Judge Dan Traver Judge Mary Alice Nardella Judge Carrie Ann Wozniak Former Judges Senior Judges Clerk's Office Court Calendar Court Holidays Administrative Orders Mediation Orders to Seal Resources Opinions Most Recent Written Opinions Most Recent PCAs Opinions Archive Oral Arguments Oral Argument Calendar Archived Video Oral Argument Sessions Oral Argument Guidelines Live Video Oral Arguments Online Docket eDCA About the Court Court Statistics Court Administration Court History Frequently Asked Questions Employment Map & Directions Court News ADA Information Search Search Fifth DCA Search Opinions Search... Online Docket Judges Chief Judge Kerry I. Evander Judge Jay P. Cohen Judge F. Rand Wallis Judge Brian D. Lambert Judge James A. Edwards Judge Eric J. Eisnaugle Judge John M. Harris Judge Meredith L. Sasso Judge Dan Traver Judge Mary Alice Nardella Judge Carrie Ann Wozniak Former Judges Senior Judges Clerk's Office Court Calendar Court Holidays Administrative Orders Mediation Orders to Seal Resources Opinions Fifth District Court of Appeal Opinions Most Recent Written Opinions | Most Recent PCAs | Opinions Archive The Court issues written opinions on Fridays; those opinions are posted to the website before noon on Friday. The Court issues Per Curiam Affirmance (PCA ) decisions on Tuesdays. The Court may issue opinions or PCAs on other days of the week if it is deemed necessary by the Court. Other Court Opinions Florida Supreme Court | 1st District Court of Appeal | 2nd District Court of Appeal | 3rd District Court of Appeal | 4th District Court of Appeal Recent Opinions 25 May Most Recent Written Opinions 25 May Most Recent PCAs Opinions in past 12 months Search Opinions Archive Oral Arguments Oral Argument Calendar Archived Video Oral Argument Sessions Oral Argument Guidelines Live Video Oral Arguments Online Docket eDCA About the Court Court Statistics Court Administration Court History Frequently Asked Questions Employment Map & Directions Court News ADA Information Menu Search Home About the Court Frequently Asked Questions Frequently Asked Questions Where can I find the rules that govern appeals? The Florida Rules of Appellate Procedure govern appeals and can be found in most law libraries. An electronic version is also accessible. Close Does the Fifth DCA have any local rules I should be aware of? The court does not have local rules, but helpful information is provided in the Notice to Parties and Attorneys. There are Administrative Orders regarding electronic filing and mediation which are available on the Court's website. Close Where do I file my notice of appeal? A notice of appeal must be filed in the clerk’s office of the lower tribunal or court where the order to be reviewed was entered. Close How much time do I have to file a notice of appeal? Thirty days from the date the order you are appealing is filed in the lower tribunal or court or thirty days from the date an order on a motion tolling the time to appeal is filed. See Florida Rules of Appellate Procedure 9.020 (h). Close What other important deadlines apply to my appeal? The deadlines which apply to an appeal may be found in the Florida Rules of Appellate Procedure, and are available in most law libraries. An electronic version is also accessible. Close How much is the filing fee? The filing fee for an appeal is $300. The Court accepts cash, money orders or checks made out to Clerk, Fifth District Court of Appeal. There is also a filing fee of $295 for filing a notice of cross-appeal, notice of joinder or motion to intervene. Close Can I file an appeal without a lawyer? Yes, you may file a notice of appeal on your own behalf without a lawyer. You can find further information about representing yourself on appeal by clicking on this link for The Florida Bar, Pro Se Appellate Handbook: Representing Yourself on Appeal. Close Does the Court accept faxed documents? The Court does not accept faxed pleadings, except when specifically authorized by Court order and the faxed copy must be promptly followed by an original filed in the Clerk’s office. Close How many copies of a pleading must be filed? The Court requires all filers except pro se filers and lawyers who have obtained a hardship waiver from the court to file all documents electronically. Information about how to file electronically can be found by clicking the eDCA tab on the court’s website. Pro se filers and lawyers who have obtained waivers and are filing paper documents should file only one copy. Close Can I review the pleadings, briefs, orders and other documents in the court file online? Documents in a case can be viewed online via the Court’s secure online portal known as eDCA. Once attorneys and pro se litigants have registered with eDCA, attorneys and pro se litigants can access cases in which they are the attorney or party of record. Not all documents in a case will be available electronically on eDCA, but the Court will be continuing to make as many documents available electronically in as many cases as possible. Not all briefs are available electronically, for example, briefs in older cases that were filed before the implementation of eDCA. The docket for all unrestricted cases and the opinions in all decided cases can be viewed on the Court’s website. (Registered attorneys who are not listed with the Court as the attorney of record on a case may obtain electronic copies of briefs filed in a case; however, briefs in confidential cases are only available to the attorneys and parties of record for that case.) Note that eDCA cannot be used by parties and/or attorneys to view documents filed in any cases other than their own. Close How many judges will decide my appeal? Generally, a panel of three judges will decide each case. Close How are the judges assigned to my appeal? The judges are randomly assigned to each case. Close What is oral argument and how can I request one? Oral argument or OA is when the attorneys in a case appear before a panel of three judges to discuss the issues in the case. A timely request for oral argument must be filed with the Court. See Florida Rule of Appellate Procedure 9.320 Close How can I watch oral arguments online? Both live and archived video of oral arguments are available within the Oral Arguments section of this website. Close Can I bring my own court reporter to an oral argument? You must file a motion with the Court. Close Am I able to use exhibits during oral arguments? You must file a motion with the Court. Close I have a disability. Does the court provide assistance for me to participate in oral arguments? Yes. If you are a person with a disability who needs any accommodation in order to participate in a court proceeding or event, you are entitled, at no cost to you, to the provision of certain assistance. Please contact the Marshal, Charles Crawford, 300 South Beach Street, Daytona Beach, Florida 32114, telephone (386) 947-1544, as far in advance as possible, preferably seven (7) days, before you wish to participate. If you are voice or hearing impaired, call 711 to reach the Telecommunications Relay Service. Close How do I get a copy of an oral argument transcript or video file of an oral argument? Digitized videos of oral arguments can be viewed online from the Oral Arguments page . The court does not create transcripts of oral arguments and video files or video tapes of oral arguments are not available. Close How long does it take an appeal to be resolved? There is no set time period for an appeal to be resolved. After the briefing is completed, the Court will set a case for oral argument or conference as the Court’s schedule will allow. Each case is considered individually and the length of time for the Court to render a decision will depend on the facts of the case. Close If I lose my appeal, am I responsible for paying the other party's attorney's fees? This is something you should discuss with your attorney. Close What does the Court charge for copies? The Court charges $1.00 per page for copies. If the copies are to be returned by mail, a stamped self-addressed envelope must be included with the request. There is an additional charge of $2.00 per page for certified copies. Close What circuits and counties are included in the Fifth District Court of Appeal? The Fifth District Court of Appeal is comprised of the Fifth Circuit, including Hernando, Lake, Marion, Citrus and Sumter Counties; the Seventh Circuit, including Flagler, Putnam, St. Johns and Volusia Counties; the Ninth Circuit, including Orange and Osceola Counties; and the Eighteenth Circuit, including Brevard and Seminole Counties. Close
msmarco_doc_00_27962582
http://5dinners1hour.com/oven-beef-fajitas/
Oven Beef Fajitas - 5 Dinners In 1 Hour
Oven Beef Fajitas Oven Beef Fajitas Oven Beef Fajitas Get your FREE freezer marinade recipe bundle!
Oven Beef Fajitas - 5 Dinners In 1 Hour Oven Beef Fajitas I am a Texas girl and love Tex-Mex! Here is an easy beef fajita recipe than only takes 12-15 minutes! This Oven Beef Fajitas recipe is great for when you cant get to your grill and you cook these right in the oven!! How awesome is that!!! Oven Beef Fajitas Classic sample menu Report this Ad Ingredients- 2 1/2 lbs top round steak 2 bell peppers 1 large onion 2 T lime juice 2 t crushed garlic 1 T chili powder Salt to taste 2 T olive oil Assembly- Cut steak, onion and peppers into thin slices and place in large zipper bag. Add next 5 ingredients to same zipper bag. Zip and squish around to mix. Cook- Place steak, peppers & onions on large baking sheet covered with foil. Bake 450 degree oven for 12-15 minutes or until desired doneness. Serve fajitas with 8-12 whole wheat flour tortillas or lettuce leaves with shredded cheese, plain yogur t, salsa, chips and avocado. Gluten Free/Clean Eating Option- Serve over salad greens. Get your FREE freezer marinade recipe bundle! We respect your email privacy | Powered by AWeber Email Marketing Previous Post: « Grilled Salmon Next Post: Healthy Dinner Ideas » Reader Interactions
msmarco_doc_00_27972027
http://5dynamics.net/dlearning/docs/5DynamicsFoundationsWhitePaperA090911.pdf
Foundations of the 5 Dynamics Model and Assessment White Paper: Foundations of the 5 Dynamics Model and Assessment Mike Sturm and Dr. Peter Nelson Revised by David Zweig, 2011 Contents Summary .............................................................................. 1 The 5 Dynamics Model ............................................................. 2 The 5 Dynamics Differentiator ................................................... 4 The 5 Dynamics Assessment ..................................................... 8 Neurophysiological Assumptions .............................................. 14 About the Authors ................................................................. 16 1 Summary 5 Dynamics is a method , a way to work. Using this method, employees consider their work as a process . Each task in the process is best done with a particular type of concentrated focus, as well as a way of perceiving that task, and certain behaviors and ways of thinking that lead to easy, successful outcomes. We call each of these types of focus demanded by the work “Dynamics .” Virtually all work can be described in five Dynamics: Explore, Excite, Examine, Execute, and Evaluate. For a given work processes these repeatedly appear in a sequence. Each individual naturally invests him or herself most naturally comfortably in certain Dynamics, and less easily in others. This differs from competence. “Energies ” refer to people’s natural ease in spending time and focus in each Dynamic. They refer to one’s measured preferences for learning, perceiving, collaborating, and behaviorally working. These Energies correspond to the first four Dynamics: Explore, Excite, Examine, Execute. Before using the 5 Dynamics method, individuals measure their own Energies through a rigorous psychometric assessment that is delivered online. They then use the work-based process model to apply their own, and other people’s energies, to achieve the optimal external business results (“Success”) and their highest internal engagement “Satisfaction”). This paper provides you with background into the method—an adaptation of the Gestalt Cycle of Experience—and the development of the Assessment, which measures how people prefer to engage in that Cycle. 2 The 5 Dynamics Model Summary Process models now dominate the business landscape Knowledge industries apply process tools No process tools adequately measure and incorporate the human element Much of these companies’ asset values, and upsides and vulnerabilities, reside in human factors 5 Dynamics addresses this opportunity The 5 Dynamics method and model are based around work process . We have designed them to equip people with the tools they need to get work done . Benchmarks of effectiveness include greater externally measured success, and higher internal satisfaction or engagement for employees. The past few decades have seen the emergence of a variety of work process-based models, including Six Sigma, Lean, TQM, BPM, BPR, QMF, and others. Although many originated in manufacturing environments, information technology has created a larger Knowledge Economy, and so they now are extensively applied in enterprises that produce no physical goods (as well as those that still manufacture). The intrinsic value of such a company is locked up not only in its patents, but also in the intellectual capital of its employees, their internal and external relationships, and their ability to innovate, collaborate, and execute. Unfortunately, there is no rigorous way to capture that value on a balance sheet, so it is usually ignored. What gets measured gets done. What can’t get measured gets overlooked. Also, when actually implemented, most of the process approaches mentioned above tend to diminish the criticality of the “human element”. They may pay attention to information flows and competencies, but every executive knows that the best laid plans are ultimately vulnerable to the vagaries of personal relationships, office politics, agendas, misperceptions and misunderstandings, job mismatches, time 3 The 5 Dynamics Model sinks from “people problems”, internal friction, uncontrollable relationships with stakeholders, the quality of LOB distributed leadership, and the like. This is precisely the gap that 5 Dynamics fills. It is the only approach that maps the people to the process. When that correspondence is clear, understood, and shared, people can move forward rapidly. Our model of process is designed to be simple, flexible, and universal. Any user can map his workflow to it, and find that the mapping varies very little over time. Because of the simplicity (five descriptive terms to be discussed shortly) it can become a common language for an enterprise. People can objectively discuss work, and their contributions, in unambiguous terms that carry no emotional baggage. 4 The 5 Dynamics Differentiator Mapping People to Process Summary Origins in Gestalt Psychology and process thinking Subjective perception catalyzes the way we understand the world and how we get things done. 5 Dynamics draws from Gestalt’s orientation toward perception, action, energy and goal completion This is a process, and it explains many of the business results that companies achieve. The 5 Dynamics model stems from the work its founder Michael Sturm did as a Gestalt psychologist. Gestalt concerns the ways in which people organize their relationships with their environments, and move through a cycle of concentrated focus and application of their energy to achieve their goals. Edwin and Sonia Nevis at the Gestalt Institute in Cleveland certified Sturm.1 Gestalt looks at how people become aware of certain stimuli in the world, which stimuli they “select” to act upon, the energy they invest in that action, where they get stuck, and how that interaction changes (or doesn’t alter) subsequent interaction with another similar stimulus. To apply this model to the corporate world: a CEO may announce five new programs at a strategy offsite. Attendees make sense of the totality differently. Their focus 1The Nevises subsequently went to Cambridge, MA where Edwin started the MIT Executive Program, and helped create the Society for Organizational Learning with Peter Senge, who brought “process thinking” to global business. From there they founded the Gestalt International Study Center, where 5 Dynamics is in active use today. 5 The 5 Dynamics Differentiator gravitates toward some, and not others. They make meaning based on what they already have known or experienced, even though the CEO wants them to “innovate”. Having made sense of it, they decide how much energy to invest in which initiatives. Next, their energy rises and falls according to predictable patterns as they work through the subtasks. As the goal is accomplished, their energy and focus diminish, and they become available to the next stimulus and focus. This goes on constantly, in a fractal fashion, in everything we do. A Gestalt Example: Your Latest Mission-Critical Initiative Your Company’s Slogan Here You call an all-hands meeting and announce a critical new initiative. How does your audience understand these sound waves and visual images you transmit? Bombarded with stimuli, people perceive the world very selectively. We see “what we want to see,” but the ‘wanting’ is actually not entirely conscious. It tends to fit prior patterns and relationships, what “makes sense.” Do you see a white triangle floating atop a black triangle overlaying three circles? No triangles or circles exist, floating or otherwise. There are just lines and shapes. To survive, early man learned to make sense of shapes, signs, forms, and edges, and apply them to what he had seen before. Is that a lion in the grass? How do employees make sense of, and then act, on the command: “You've got to change the way you do business!”? Enterprises constantly announce new initiatives and hope for “alignment” and buy-in. But employees selectively perceive the announcement, process the information differently, evaluate what it implies for them, and take action with varying degrees of intensity, focus, and purpose. Gestalt psychology follows that long trail from perception to action (or inaction) in the outside world. It asks three questions: What do you see? How do you understand it? What do you do with it? We also ask, “Where in that process might you lose your focus?” The Point: 5 Dynamics looks at people’s preferred ways of understanding the world, and how they want to move” or take action around those perceptions. This is their “process.” Is it optimal for the need? One Face or Two? 6 The 5 Dynamics Differentiator Sturm felt this model was too complex and abstract. He wanted to empower workers (he calls them “co-learners”) to recognize where their natural energies would most comfortably take them, and enable them to use this knowledge and navigate the world successfully, and with the least stress. Individuals begin to align their strengths with the needs at hand, and rely on others (and offer support) where tasks that demand more energy might slow them down. Sturm noticed that accomplishing many tasks in a process required people to pass through five phases (or Dynamics) that often appeared in this approximate sequence: First Dynamic: Understand the complete situation, see relationships, and develop creative solutions. Second Dynamic: Invest your energy exciting other people about the idea. Bust silos and develop internal support. Build a team. Third Dynamic: Develop an implementation plan using data. Create schedules, budgets, timetables, clear roles and rules, etc. Predict problems. Find faults Fourth Dynamic: Aggressively implement the plan. Hold people accountable. Measure performance. Compete. Strive for completion. Fifth Dynamic: Assess the preceding four Dynamics with a two-pronged test: external success (e.g., cost, time, quality, profit) and internal satisfaction (engagement, absence of stress). Adapt the process to increase success and satisfaction in the next cycle. If an individual, pair, or team heeded the Dynamics, completed them in the right order, didn’t overdo or ignore any, and took the time to reflect on process improvements at the end, they would become more externally successful. This would appear as revenue, profit, cost reduction, quality, innovation, customer satisfaction, cycle time, or any other quantifiable business metric. This was not the whole picture, however. He also found that success depended on employees’ satisfaction with the work, and with their colleagues. 7 The 5 Dynamics Differentiator We have found this model to be universally applicable to jobs, roles, or larger processes that businesses conduct. With a small amount of training, employees can automatically understand what Dynamic the work ought to be in and actually is in. The next step is for the person to understand what Energies he has, and how they align with the current work Dynamic. For that, Sturm spent many years developing the 5 Dynamics assessment. TOO HI TOO LO OPTIMAL ENERGY FOCUS Business Outcome Bankruptcy Burnout Internal Satisfaction External Success 8 The 5 Dynamics Assessment Summary The dimensions of the assessment directly match the first four Dynamics The brevity of the assessment is an essential design feature. It took almost 10 years of continuous work to develop it The assessment simultaneously measures individuals’ preferences for learning, collaborating, and important aspects of behavior in task environments The assessment does not measure competence, and does not use personality theory It began as a learning style assessment. Its foundations are in cognitive and behavioral theory It has been rigorously researched tested. Reliability can vary, however, with the person’s overall mental state. The assessment’s validity and reliability are very high. Statistical metrics are available in a separate white paper. During the 1960s, much of the psychometric community was preoccupied with studies of the authoritarian personality. This was of course a very popular topic at the time, due to World War II and the Cold War. While studies like Milgram's shock experiment and Zimbardo's mock prison received great publicity, many other lesser-publicized academics were pursuing research on their own. W. Michael Sturm, 5 Dynamics' founder, attended American International College where he began experiments into authoritarian personality types. His advisor at that time was Dr. Richard Sprinthall, (who subsequently wrote the critically acclaimed textbook on statistical methods for psychometrics) who, like Sturm was interested in psychometrics and the authoritarian personality. In doing this research, Sturm looked at two specific tools about the authoritarian personality: the F- 9 The 5 Dynamics Assessment test of T.W. Adorno2and the Dogmatism Test by Milton Rokeach3. This early work culminated in a lead article in the Journal of Social Psychology4. Those two instruments familiarized him with scalar approaches to belief systems. At the same time he was working on the Locus of Control assessment of Julian Rotter, which measured the degree to which people believe the origin of behavioral reinforcement is internally or externally generated5. Rotter also heavily influenced clinical psychology with the thesis that personality is the interaction of the individual’s drives with the environment, and thus was context-sensitive rather than absolute. Sturm also worked extensively with two of the major learning-style assessments, the Wechsler Adult Intelligence Scale (WAIS), which measured verbal and performance IQs, and the Wechsler Intelligence Scale for Children (WISC). The combination of studies provided a new understanding of the dogmatism F-test as well as grounding in learning theory. Sturm was able to look at testing in an unusual way because he approached it as a social psychologist rather than as a clinical counseling psychologist. The difference is critical: Clinical psychologists test X to measure X. Social psychologists put people in situations where they think they are doing X, but they are really doing Y. Moreover, to Sturm the ultimate score isn’t nearly as important as watching the process of the person undertaking the experiment. Consistent with the principles of social psychology, the process through which people work becomes more important than the ultimate result. The majority of people’s lives are not spent in outcomes, but in the journey toward achieving them. Observations of these journeys, or processes, therefore yield much more information than ultimate outcomes or scores. In part as a consequence of this belief, 5 Dynamics’ tools are process-based: they examine how a person works, not just what his or her ultimate output might be. 2http://en.wikipedia.org/wiki/F-scale 3http://hirr.hartsem.edu/ency/Rokeach.html 4http://psycnet.apa.org/psycinfo/1971-28888-001 5Julian Rotter, http://psych.fullerton.edu/jmearns/ rotter.htm 10 The 5 Dynamics Assessment This practice subsequently became useful in the development of the 5 Dynamics assessment; by watching thousands of people take assessments, he observed that most people’s attention broke between the 24thand 28thitems. It became a long-term goal, therefore, to reduce the number of items in any test to 24 or fewer. The experience also afforded a perspective of process long before the notion of process was considered important. Sturm pursued his doctoral thesis at the University of Missouri under Dr. Charles Krauskopf 6who had been working on a test called the Personality Assessment System (PAS) that stemmed from the research of John Gittinger and David Saunders7. The PAS studies the relationship between intelligence and other personality variables as they interact to influence human behavior. It was closely related to the WAIS or the WISCR, albeit translated into a statistical analysis that enabled a psychologist to determine where a person would appear on scales—such as regulated or flexible, internal or external, a la Rotter, or role-adaptive or unadaptive. The PAS also included the concept of energy and it was contextually predictive. It enables the prediction of human behavior. Ultimately this test was extensively used by the CIA and Fortune 500 executives for high-level staffing. There were many correlations between the PAS and the Wechsler tests, so Sturm set the goal of bringing some of the PAS concepts back to learning, which had been a lifelong passion. He began observing the patterns of test takers when he administered instruments such as the Ravens Progressive Matrices (a visual test), or the WISC-R or the WAIS, or the Slossen Verbal/Oral Test, or a spelling/writing example. He methodically mapped out the process that the student applied to complete the test. Over a period of time he began to see patterns in these behaviors as well as correlations between the patterns and the test outcomes. However, the process often delivered more information than the test score. For example, children approach tasks in a particular way based not on what they have learned, but on how they naturally go about doing things. He also observed the same phenomenon with adults 6http://www.pasf.org/cases.htm#booklink 7http://www.pasf.org/gitt.htm 11 The 5 Dynamics Assessment Sturm began fashioning his own test instrument with a set of polarities different from those of Gittinger and Saunders. These had to do with learning, but also with focus and energy. PAS 5 DYNAMICS Externalizer/Internalizer Focuses on Details/Focuses on Whole Rigid/Flexible Verbal/Visual and Touch Acceptable/Unacceptable Logical/Intuitive Factual/Imaginative Sequential/Associative Relates rationally/Relates empathetically Time-oriented/Space-oriented Thinking-oriented/Action-oriented These disparate scales, however, considered severally do not tell a coherent story. Sturm also was able to deduce patterns, or clusters of scores that fit meaningfully large subgroups. These clusters are quite important, because they enable an assessment to make deductive inferences. In common language, the terms left-brained and right-brained describe certain combinations of traits or patterns. In point of fact, only 67 percent of “right-brain- dominant” people are left-handed. The traits associated with one hemisphere might also be located in the other hemisphere, as a product of genetics and hormonal activity. Moreover, many brain functions are so complex as to be carried out in both hemispheres, sometimes serially and sometimes in parallel. The terms “left-brain dominant” and “right-brain dominant” are able to convey meaning, even though their literal physiological underpinnings may be suspect. Sturm was able to identify similar patterns and overlay them on a series of polarities and an understandable sequence— producing a simplified version of the Gestalt Cycle of Experience. 12 The 5 Dynamics Assessment By this time Sturm had become a differential diagnostician for learning differences. The prevailing belief at this time was that children who performed poorly in school were either brain damaged or learning disabled. Sturm again took a contrarian view: they were learning-different and likely brain-different. He found that if he understood a child’s learning process, and matched it to a teacher with a similar process, and also helped the parents adapt to the process, the results were remarkably successful. The theory culminated when he became director of Special Education for three school districts in the State of Maine, and in three years raised the reading levels of the special education students by 3.5 years. He observed how children would actively engage in certain types of learning activities and then would pull back from other parts of the process. That engagement he termed “energy” and the energetic shift determined more about a student’s success than did anything else in the process. At this point spent three years with at the Gestalt Institute of Cleveland under the direction of Edwin Nevis. Gestalt psychology is both process- and energetically-based, and so there was a natural concordance between Sturm’s prior work and that of the Gestalt Institute’s. At that time, the concept of resistance held much sway in Gestalt circles. Sturm did not accord nearly as much weight to resistance (His view since has become mainstream.) and rather saw resistance as a neurological phenomenon. As he saw it, people didn’t expend energy to stop something. Rather, they did not have the energy to complete something. That requisite energy was invested elsewhere. This also conflicted with some of the pathological basis of Gestalt theory in those years. Sturm viewed people’s fundamental processes as open to improvement, but not wholesale change. “Resistance”, for example, was usually an outcome of selective perception and inadequate energy to move through the Cycle, as opposed to neurosis or psychosis. Upon graduating from the Gestalt Institute in 1983, he began working in earnest on the assessment that is in use today. He became grounded in L.L. Thurston’s theory of “just noticeable differences.” This is a statistical technique for measuring how people make decisions along a continuous spectrum when the differences between items can be very small. It applies to physical phenomena such as weights of objects, as well as 13 The 5 Dynamics Assessment to attitudes and opinions. The choice they make is almost invariably right, but when the items are close together, they choose in an unconscious fashion. In light of Sturm’s prior experiences as a social psychologist, this was a fitting statistical approach. At the point of just noticeable differences, a person cannot really think about, verbalize or be aware of what he or she really is doing. This understanding goes far to assure a more valid result. The word choices on the assessment Sturm developed were the product of countless hours of experimentation. In selecting the words, Sturm presented thousands of words to people, asking them to rate the reaction they caused on a seven-point Likert scale. By continuously paring out the terms that fell between the two tails, he was able to reduce the population of words. Meanwhile, through observation, assessment, third- party evaluations and interviews, he was able to correlate the selection of words to the Energy, preferences and learning styles of his test-taking population. As this was done without the availability of personal computers, the process was extremely laborious. Consecutive iterations of the assessment reduced the number of items from 1200 to 120 to 72 to 36 to 24 to 18. With each successive reduction, the measurements of validity and reliability actually rose . In a sense, the test is neither rationally assembled nor rationally completed. It is based on elicited response of emotions provoked by specific terms. This is not a cognitive form of self-examination. At the same time, people do not behave in a cognitive way because fundamentally they are not rational. People complete the assessment by making neurophysiologic "choices," below their cognitive level. 14 Neurophysiological Assumptions Summary The principles of synaptic efficiency and pruning underpin explain some of the assessment’s validity and reliability People make the word-choices unconsciously and emotionally, and are subsequently justified by the more rational parts of the brain. The brain comprises only 4% of body mass but consumes 20% or more of blood glucose, the compound that the body converts to create muscular and mental activity. In this sense, the brain is inherently inefficient, and thus it seeks to conserve energy through the principle of synaptic efficiency; it has been demonstrated that the brain tends to route neural messages along the most efficient (electrically least resistive) pathways. Applying this principle to the 5 Dynamics assessment, we see that the socially oriented person will “see” the socially oriented word foremost; this occurs because the neural pathways of the brain that control social function are the most efficient. Thus, the brain selects the socially oriented word and sends it to the parts of the brain that understand socialization. These connections have been corroborated by cross-validating 5 Dynamics' instruments with other independent assessments. (See the Validity & Reliability Summary.) Unlike some traditional assessment tools that attempt to label and measure aptitude, competencies, or personality features, 5 Dynamics' assessment is architected on a radically different model. In terms of current understandings of brain function, the working hypothesis is that when presented with a computer-based assessment containing a selection of words, the brain registers all of the words, but only one of them may, for example, correspond most closely to a person's preferred way of doing things. The brain is a top-down processor that seeks to recognize what it already knows. Life experiences and positive reinforcement lead to the formation of neural networks that react to the presentation of particular stimulus patterns. Limbic-frontal connections in the brain provide positive emotional valence for a preferred stimulus resulting in an "Ah-ha experience" as described in the Gestalt theory of perception. 15 Neurophysiological Assumptions Thus the subject perceives the socially oriented word as most charged with energy and activates the neural networks for a positive response to socialization. In a broader sense, it is hypothesized that the destinations of these messages control the individual’s preferred modalities of perceiving, learning, doing and collaborating. Discrimination and decision-making are pre-frontal brain functions, but these activities are always colored by the energetic charge that the limbic (emotional) brain provides through direct connections of the limbic system to frontal areas. In order to cut through the noise of additional words presented by Thurston pairs, the input pathways probably activate limbic pathways to a critical threshold and, hence, achieve an emotional charge that leads to the selection of one word out of the four. This is not a conscious process although the mind subsequently rationalizes the choice by applying reason or logic to it through post-hoc attributions of value and meaning. (Secondary neural value-laden and overly cognitive consideration is to some degree responsible for the assessment's validity in light of its relative brevity. In addition, the Internet-delivered assessment measures the latency between choices. The longer the latency, the more conflicted the test-taker is, i.e., there may be conflicting outcomes from several competing neural networks. This can be filtered recursively back into the scoring algorithm. Likewise, a rapid choice suggests a strong discriminatory process and a clear preference for one modality over others. Or, again, there are fewer conflicting networks and the dominant network requires less time to assert itself as the choice-maker.) 16 About the Authors Michael Sturm , Founder. Mike's professional training includes the fields of social, counseling, Gestalt, learning and educational psychology. Mike has a M.A. in Psychology and worked on his Ph.D. in Psychology at the University of Missouri. He has over 20 years experience in education, serving in roles as a Teacher, Principal, Differential Learning Diagnostician, Director of Services for Exceptional Children and Director of Creative Learning at the elementary, junior/senior high and adult levels. He has taught in, directed or founded schools/programs in traditional, British Primary, open classroom or creative learning and arts. He began working with assessments in the early 1960's focusing on communications and learning. Dr. Peter L. Nelson , Research Director. Peter is a psychologist and social scientist with a deep background in statistics and neurobiology. His work began with psycho- physiological studies of the human brain with particular regard to the processes of consciousness, arousal and perception. This interest led to participation in research projects in neuroscience in the United States, England and Denmark. By the early 1980s, Dr. Nelson had become a social scientist focusing his research on how people experience and understand reality—whether seen through the visions of mystics or the daily perceptions of businessmen and businesswomen. Since then, he has worked for governments, nonprofits and businesses as a research consultant on projects ranging from end-user ethnography and U.S. national surveys to usability research and corporate cultural analysis. He is the author of numerous refereed articles in professional journals, as well as several books. Author David Zweig Created Date 9/9/2011 1:30:56 PM Title Untitled
msmarco_doc_00_27973533
http://5e.d20srd.org/
The Hypertext d20 SRD (5e d20 System Reference Document) :: 5e.d20srd.org
The Hypertext d20 SRD (5e d20 System Reference Document) :: 5e.d20srd.org The Hypertext d20 SRD TM is owned by BoLS Interactive L ‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20. Requires the use of a Roleplaying Game Core Book published by Wizards of the Coast, Inc. The Hypertext d20 SRD TM is an independent entity and is not affiliated with Wizards of the Coast, Inc. Open Game License Terms of Use Privacy Policy
msmarco_doc_00_28003479
http://5e.d20srd.org/srd/classes/sorcerer.htm
Sorcerer :: 5e.d20srd.org
Sorcerer Sorcerer Hit Points Proficiencies Equipment Class Features Spellcasting Cantrips Spell Slots Spells Known of 1st Level and Higher Spellcasting Ability Spellcasting Focus Sorcerous Origin Font of Magic Sorcery Points Flexible Casting Metamagic Careful Spell Distant Spell Empowered Spell Extended Spell Heightened Spell Quickened Spell Subtle Spell Twinned Spell Sorcerous Restoration Sorcerous Origins Draconic Bloodline Dragon Ancestor Draconic Resilience Elemental Affinity Dragon Wings Draconic Presence
Sorcerer :: 5e.d20srd.org Sorcerer Hit Points Hit Dice: 1d6 per sorcerer level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st. Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Constitution, Charisma. Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: ( a) a light crossbow and 20 bolts, or ( c) any simple weapon ( a) a component pouch or ( b) an arcane focus ( a) a dungeoneer's pack or ( b) an explorer's pack Two daggers Table: The Sorcerer Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known Spells Slots per Spell Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 — Spellcasting, Sorcerous Origin 4 2 2 — — — — — — — — 2nd +2 2 Font of Magic 4 3 3 — — — — — — — — 3rd +2 3 Metamagic 4 4 4 2 — — — — — — — 4th +2 4 Ability Score Improvement 5 5 4 3 — — — — — — — 5th +3 5 — 5 6 4 3 2 — — — — — — 6th +3 6 Sorcerous Origin feature 5 7 4 3 3 — — — — — — 7th +3 7 — 5 8 4 3 3 1 — — — — — 8th +3 8 Ability Score Improvement 5 9 4 3 3 2 — — — — — 9th +4 9 — 5 10 4 3 3 3 1 — — — — 10th +4 10 Metamagic 6 11 4 3 3 3 2 — — — — 11th +4 11 — 6 12 4 3 3 3 2 1 — — — 12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 — — — 13th +5 13 — 6 13 4 3 3 3 2 1 1 — — 14th +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 — — 15th +5 15 — 6 14 4 3 3 3 2 1 1 1 — 16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 — 17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1 18th +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1 19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1 20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1 Class Features As a sorcerer, you gain the following class features. Spellcasting An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. Cantrips At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. Spell Slots The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest. For example, if you know the 1st level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the sorcerer spell list. The spells known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Charisma modifier Spell Attack Modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your sorcerer spells. Sorcerous Origin Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline. Your choice grants you features when you choose it at 1st-level and again at 6th, 14th, and 18th level. Font of Magic At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Sorcery Points You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. Flexible Casting You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature, vanishes when you finish a long rest. Creating Spell Slots Spell Slot Level Sorcery Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7 Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. Metamagic At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. Careful Spell When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Distant Spell When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Empowered Spell When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its saving throw made against the spell. Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. Twinned Spell When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost is. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Sorcerous Restoration At 20th level, you regain 4 expended sorcery points whenever you finish a short rest. Sorcerous Origins Different sorcerers claim different origins for their innate magic, such as a draconic bloodline. Draconic Bloodline Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon orr who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. Dragon Ancestor At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. Draconic Ancestry Dragon Damage Type Black Acid Blue Lightning Brass Fire Bronze Lightning Copper Acid Gold Fire Green Poison Red Fire Silver Cold White Cold You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. Draconic Resilience As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. Elemental Affinity Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour. Dragon Wings At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. Draconic Presence Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostil creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known Spells Slots per Spell Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 — Spellcasting, Sorcerous Origin 4 2 2 — — — — — — — — 2nd +2 2 Font of Magic 4 3 3 — — — — — — — — 3rd +2 3 Metamagic 4 4 4 2 — — — — — — — 4th +2 4 Ability Score Improvement 5 5 4 3 — — — — — — — 5th +3 5 — 5 6 4 3 2 — — — — — — 6th +3 6 Sorcerous Origin feature 5 7 4 3 3 — — — — — — 7th +3 7 — 5 8 4 3 3 1 — — — — — 8th +3 8 Ability Score Improvement 5 9 4 3 3 2 — — — — — 9th +4 9 — 5 10 4 3 3 3 1 — — — — 10th +4 10 Metamagic 6 11 4 3 3 3 2 — — — — 11th +4 11 — 6 12 4 3 3 3 2 1 — — — 12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 — — — 13th +5 13 — 6 13 4 3 3 3 2 1 1 — — 14th +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 — — 15th +5 15 — 6 14 4 3 3 3 2 1 1 1 — 16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 — 17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1 18th +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1 19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1 20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1
msmarco_doc_00_28004292
http://5e.d20srd.org/srd/equipment/weapons.htm
Weapons :: 5e.d20srd.org
Weapons Weapons Weapon Proficiencies Weapon Properties Improvised Weapons Silvered Weapons Special Weapons
Weapons :: 5e.d20srd.org Weapons Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring. The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance. Weapon Proficiencies Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use. Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll. Weapon Properties Many weapons have special properties related to their use, as shown in the Weapons table. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section). Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Two-Handed. This weapon requires two hands when you attack with it. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Improvised Weapons Sometimes characters don’t have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus. An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet. Silvered Weapons Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective. Special Weapons Weapons with special rules are described here. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Table: Weapons Name Cost Damage Weight Properties Simple Melee Weapons Club 1 sp 1d4 bludgeoning 2 lb. Light Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60) Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120) Light Hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60) Mace 5 gp 1d6 bludgeoning 4 lb. — Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8) Sickle 1 gp 1d4 slashing 2 lb. Light Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8) Simple Ranged Weapons Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed Dart 5 sp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60) Shortbow 1 gp 1d6 piercing 2 lb. Ammunition (range 80/320),two-handed Sling — 1d4 bludgeoning — Ammunition (30/120) Martial Melee Weapons Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10) Flail 10 gp 1d8 bludgeoning 2 lb. — Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed Lance 4 10 gp 1d12 piercing 6 lb. Reach, special Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10) Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed Morningstar 15 gp 1d8 piercing 4 lb. — Pike 5 gp 1d6 piercing 18 lb. Heavy, reach, two-handed Rapier 25 gp 1d6 piercing 2 lb. Finesse Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light Shortsword 10 gp 1d4 piercing 2 lb. Finesse, light Trident 5 gp 1d8 piercing 4 lb. Thrown (range 20/60), versatile (1d8) War pick 5 gp 1d8 piercing 2 lb. — Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10) Whip 2 gp 1d4 slashing 3 lb. Finesse, reach Ranged Weapons Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed Net 1 gp — 3 lb. Special, thrown (range 5/15)
msmarco_doc_00_28019014
http://5e.d20srd.org/srd/magicItems/magicItemsAToZ.htm
Magic Items A to Z :: 5e.d20srd.org Site Search Home> Magic Items> Magic Items A to Z D20srd Community Forum About This Site Frequently Asked Questions Changes from the Official d20 SRD Open Game License d20 Dice Bag Fantasy Name Generator Fantasy World Generator Adventure Generator Inn Generator 3.5 SRD 5e SRD SRD System (WotC) SRD FAQ (WotC) d20 Modern SRD (WotC) Pathfinder SRD (Paizo) d20SRD Facebook D&D Wiki BoLS BoLS Facebook Lexicanum Lexicanum Facebook D&D - RPG News Magic Items A-Z Magic items are presented in alphabetical order. A magic item’s description gives the item’s name, its category, its rarity, and its magical properties. Adamantine Armor Armor (medium or heavy, but not hide), uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit. Ammunition, +1, +2, or +3 Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. Amulet of Health Wondrous item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher. Amulet of Proof against Detection and Location Wondrous item, uncommon (requires attunement) While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors. Amulet of the Planes Wondrous item, very rare (requires attunement) While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence. Animated Shield Armor (shield), very rare (requires attunement) While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. Apparatus of the Crab Wondrous item, legendary This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The apparatus of the Crab is a Large object with the following statistics: Armor Class:20 Hit Points:200 Speed:30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren’t extended) Damage Immunities:poison, psychic To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. A creature in the compartment can use an action to move as many as two of the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table. Apparatus of the Crab Levers Lever Up Down 1 Legs and tail extend, allowing the apparatus to walk and swim. Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. 2 Forward window shutter opens. Forward window shutter closes. 3 Side window shutters open (two per side). Side window shutters close (two per side). 4 Two claws extend from the front sides of the apparatus. The claws retract. 5 Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). 6 The apparatus walks or swims forward. The apparatus walks or swims backwards. 7 The apparatus turns 90 degrees left. The apparatus turns 90 degrees right. 8 Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. The light turns off. 9 The apparatus sinks as much as 20 feet in liquid. The apparatus rises up to 20 feet in liquid. 10 The rear hatch unseals and opens. The rear hatch closes and seals. Armor, +1, +2, or +3 Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3) You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. Armor of Invulnerability Armor (plate), legendary (requires attunement) You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can’t be used again until the next dawn. Armor of Resistance Armor (light, medium, or heavy), rare (requires attunement) You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder Armor of Vulnerability Armor (plate), rare (requires attunement) While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). Arrow-Catching Shield Armor (shield), rare (requires attunement) You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. Arrow of Slaying Weapon (arrow), very rare An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common. Bag of Beans Wondrous item, rare Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. If you dump the bag’s contents out on the ground, they explode in a 10-­‐‑foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect. d100 Effect 01 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll the eater gains 5d6 temporary hit points for 1 hour. 02-10 A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. 11-20 A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. 21-30 An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. 31-40 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). 41-50 1d6 + 6 shriekers sprout. 51-60 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. 61-70 A hungry bulette burrows up and attacks. 71-80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. 81-90 A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. 91-99 A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice. 00 A giant beanstalk sprouts, growing up to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. Bag of Devouring Wondrous item, very rare This bag superficially resembles a bag of holdingbut is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn’t pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. Bag of Holding Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holdinginside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-­‐‑way only and can’t be reopened. Bag of Tricks Wondrous item, uncommon This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. Gray Bag of Tricks d8 Creature 1 Weasel 2 Giant rat 3 Badger 4 Boar 5 Panther 6 Giant badger 7 Dire wolf 8 Giant elk Rust Bag of Tricks d8 Creature 1 Rat 2 Owl 3 Mastiff 4 Goat 5 Giant goat 6 Giant boar 7 Lion 8 Brown bear Tan Bag of Tricks d8 Creature 1 Jackal 2 Ape 3 Baboon 4 Axe beak 5 Black bear 6 Giant weasel 7 Giant hyena 8 Tiger Bead of Force Wondrous item, rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together. You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or other effect can. An enclosed creature can use its action to push against the sphere’s wall, moving the sphere up to half the creature’s walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. Belt of Dwarvenkind Wondrous item, rare (requires attunement) While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with dwarves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one. If you aren’t a dwarf, you gain the following additional benefits while wearing the belt: You have advantage on saving throws against poison, and you have resistance against poison damage. You have darkvision out to a range of 60 feet. You can speak, read, and write Dwarvish. Belt of Giant Strength Wondrous item, rarity varies (requires attunement) While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt’s score, the item has no effect on you. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect. Type Strength Rarity Hill giant 21 Rare Stone/frost giant 23 Very rare Fire giant 25 Very rare Cloud giant 27 Legendary Storm giant 29 Legendary Berserker Axe Weapon (any axe), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. Boots of Elvenkind Wondrous item, uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. Boots of Levitation Wondrous item, rare (requires attunement) While you wear these boots, you can use an action to cast the levitate spell on yourself at will. Boots of Speed Wondrous item, rare (requires attunement) While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. Boots of Striding and Springing Wondrous item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. Boots of the Winterlands Wondrous item, uncommon (requires attunement) These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage. You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit. Bowl of Commanding Water Elementals Wondrous item, rare While this bowl is filled with water, you can use an action to speak the bowl’s command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can’t be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. Bracers of Archery Wondrous item, uncommon (requires attunement) While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. Bracers of Defense Wondrous item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. Brazier of Commanding Fire Elementals Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds. Brooch of Shielding Wondrous item, uncommon (requires attunement) While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. Broom of Flying Wondrous item, uncommon This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. Candle of Invocation Wondrous item, very rare (requires attunement) This slender taper is dedicated to a deity and shares that deity’s alignment. The candle’s alignment can be detected with the detect evil and good spell. The GM chooses the god and associated alignment or determines the alignment randomly. d20 Alignment 1-2 Chaotic evil 3-4 Chaotic neutral 5-7 Chaotic good 8-9 Neutral evil 10-11 Neutral 12-13 Neutral good 14-15 Lawful evil 16-17 Lawful neutral 18-20 Lawful good The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time. While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle’s can cast 1st-level spells he or she has prepared without expending spell slots, though the spell’s effect is as if cast with a 1st-level slot. Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle. Cape of the Mountebank Wondrous item, rare This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can’t be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. Carpet of Flying Wondrous item, very rare You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. Four sizes of carpet of flying exist. The GM chooses the size of a given carpet or determines it randomly. d100 Size Capacity Flying Speed 01-20 3ft. x 5 ft. 200 lb. 80 feet 21-55 4ft. x 6ft. 400 lb. 60 feet 56-80 5ft. x 7 ft. 600 lb. 40 feet 81-100 6ft. x 9 ft. 800 lb. 30 feet A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. Censer of Controlling Air Elementals Wondrous item, rare While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elementalspell. The censer can’t be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. Chime of Opening Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The Chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. Circlet of Blasting Wondrous item, uncommon While wearing this circlet, you can use an action to cast the scorching rayspell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn. Cloak of Arachnida Wondrous item, very rare (requires attunement) This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You have resistance to poison damage. You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You can’t be caught in webs of any sort and can move through webs as if they were difficult terrain. You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can’t be used again until the next dawn. Cloak of Displacement Wondrous item, rare (requires attunement) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. Cloak of Elvenkind Wondrous item, uncommon (requires attunement) While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action. Cloak of Protection Wondrous item, uncommon (requires attunement) You gain a +1 bonus to AC and saving throws while you wear this cloak. Cloak of the Bat Wondrous item, rare (requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn. Cloak of the Manta Ray Wondrous item, uncommon While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. Crystal Ball Wondrous item, very rare or legendary (requires attunement) The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. The following crystal ball variants are legendary items and have additional properties. Crystal Ball of Mind Reading. You can use an action to cast the detect thoughtsspell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell’s sensor. You don’t need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends. Crystal Ball of Telepathy. While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell’s sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can’t be used again until the next dawn. Crystal Ball of True Seeing. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. Cube of Force Wondrous item, rare (requires attunement) This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. You can use an action to press one of the cube’s faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube’s sixth face, or the cube runs out of charges. You can change the barrier’s effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through the cube, you can’t move any closer to that object as long as the barrier remains. Cube of Force Faces Face Charges Effect 1 1 Gases, wind, and fog can't pass through the barrier. 2 2 Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 3 3 Living matter can't pass through the barrier. 4 4 Spell effects can't pass through the barrier. 5 5 Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 6 0 The barrier deactivates. The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. Spell or Item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4 Cubic Gate Wondrous item, legendary This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM. You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shiftspell (save DC 17) with the cube and transport the targets to the plane keyed to that side. The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. Dagger of Venom Weapon (dagger), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. Dancing Sword Weapon (any sword), very rare (requires attunement) You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground . at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. Decanter of Endless Water Wondrous item, uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: • “Stream” produces 1 gallon of water. • “Fountain” produces 5 gallons of water. • “Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. Deck of Illusions Wondrous item, uncommon This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can’t be used again. Playing Card Illusion Ace of hearts Red dragon King of hearts Knight and four guards Queen of hearts Succubus or incubus Jack of hearts Druid Ten of hearts Cloud giant Nine of hearts Ettin Eight of hearts Bugbear Two of hearts Goblin Ace of diamonds Beholder King of diamonds Archmage and mage apprentice Queen of diamonds Night hag Jack of diamonds Assassin Ten of diamonds Fire giant Nine of diamonds Ogre mage Eight of diamonds Gnoll Two of diamonds Kobold Ace of spades Lich King of spades Priest and two acolytes Queen of spades Medusa Jack of spades Veteran Ten of spades Frost giant Nine of spades Troll Eight of spades Hobgoblin Two of spades Goblin Ace of clubs Iron golem King of clubs Bandit captain and three bandits Queen of clubs Erinyes Jack of clubs Berserker Ten of clubs Hill giant Nine of clubs Ogre Eight of clubs Orc Two of clubs Kobold Jokers (2) You (the deck's owner) Deck of many things Wondrous item, legendary Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as . soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice. Playing Card Card Ace of diamonds Vizier* King of diamonds Sun Queen of diamonds Moon Jack of diamonds Star Two of diamonds Comet* Ace of hearts The Fates* King of hearts Throne Queen of hearts Key Jack of hearts Knight Two of hearts Gem* Ace of clubs Talons* King of clubs The Void Queen of clubs Flames Jack of clubs Skull Two of clubs Idiot* Ace of spades Donjon* King of spades Ruin Queen of spades Euryale Jack of spades Rogue Two of spades Balance* Joker (with TM) Fool* Joker (without TM) Jester *Found only in a deck with twenty two cards Balance. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. Comet. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect. Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards. Euryale. The card’s medusa-like visage curses you. You take a −2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse. The Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as you draw the card or at any other time before you die. Flames. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. Fool. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level. Gem. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet. Idiot. Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. Key. A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon. Knight. You gain the service of a 4th-­‐‑level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character. Moon. You are granted the ability to cast the wish spell 1d3 times. Rogue. A nonplayer character of the GM’s choice becomes hostile toward you. The identity of your new enemy isn’t known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC’s hostility toward you. Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. Skull. You summon an avatar of death—a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM’s choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can’t be restored to life. Avatar of Death Medium undead, neutral evil Armor Class20 Hit Pointshalf the hit point maximum of its summoner Speed60 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 16(+3) 16 (+3) 16 (+3) Damage Immunities necrotic, poison Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., truesight 60 ft., passive Perception 13 Languages all languages known to its summoner Challenge — (0 XP) Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Turning Immunity. The avatar is immune to features that turn undead. Actions Reaping Scythe. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage. Star. Increase one of your ability scores by 2. The score can exceed 20 but can’t exceed 24. Sun. You gain 50,000 XP, and a wondrous item(which the GM determines randomly) appears in your hands. Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession aren’t destroyed but do vanish. Throne. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours. Vizier. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it. The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM’s choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A wish spell can’t restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards. Defender Weapon (any sword), legendary(requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. Demon armor Armor (plate), very rare (requires attunement) While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by the remove cursespell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. Dimensional shackles Wondrous item, rare You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. Dragon Scale Mail Armor (scale mail), very rare (requires attunement) Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-­‐‑off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn. Dragon Resistance Dragon Resistance Black Acid Gold Fire Blue Lightning Green Poison Brass Fire Red Fire Bronze Lightning Silver Cold Copper Acid White Cold Dragon Slayer Weapon (any sword), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns. Dust of Disappearance Wondrous item, uncommon Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisiblefor 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. Dust of Dryness Wondrous item, uncommon This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-­‐‑sized pellet, which floats or rests near where the dust was sprinkled. The pellet’s weight is negligible. Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. Dust of Sneezing and Choking Wondrous item, uncommon Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identifyspell reveals it to be such. There is enough of it for one use. When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature. . Dwarven Plate Armor (plate), very rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. Dwarven Thrower Weapon (warhammer), very rare (requires attunement by a dwarf) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. Efficient Quiver Wondrous item, uncommon Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. Efreeti Bottle Wondrous item, very rare This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the GM rolls to determine what happens. d100 Effect 01-10 The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. 11-90 The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. 91-00 The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hourr, and the bottle loses its magic. Elemental Gem Wondrous item, uncommon This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost. The type of gem determines the elemental summoned by the spell. Gem Summoned Elemental Blue sapphire Air elemental Yellow diamond Earth elemental Red corundum Fire elemental Emerald Water elemental Elven Chain Armor (chain shirt), rare You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. Eversmoking Bottle Wondrous item, uncommon Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-­‐‑foot radius from the bottle. The cloud’s area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. Eyes of Charming Wondrous item, uncommon(requires attunement) These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm personspell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn. Eyes of Minute Seeing Wondrous item, uncommon These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. Eyes of the Eagle Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. Feather Token Wondrous item, rare This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly. d100 Feather Token d100 Feather Token 01-20 Anchor 51-65 Swan boat 21-35 Bird 66-90 Tree 36-50 Fan 91-00 Whip Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can’t attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-­‐‑hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage. As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die. Figurine of Wondrous Power Wondrous item, rarity by figurine Afigurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed. Giant Fly Large beast, unaligned Armor Class11 Hit Points19 (3d10 + 3) Speed30 ft., fly 60 ft. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 13 (+1) 2 (−4) 10 (+0) 3 (−4) Sensesdarkvision 60 ft., passive Perception 10 Languages— Golden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed. Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: The goat of travelingcan become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. The goat of travailbecomes a giant goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed. The goat of terrorbecomes a giant goat for up to 3 hours. The goat can’t attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat’s aura for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed. Marble Elephant (Rare). This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can’t be used again until 7 days have passed. Obsidian Steed (Very Rare). This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed. If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. Onyx Dog (Rare). This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can’t be used again until 7 days have passed. Serpentine Owl (Rare). This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. Silver Raven (Uncommon). This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messengerspell on it at will. Flame Tongue Weapon (any sword), rare (requires attunement) You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Folding Boat Wondrous item, rare This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. Frost Brand Weapon (any sword), very rare (requires attunement) When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-­‐‑foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. Gauntlets of Ogre Power Wondrous item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher. Gem of Brightness Wondrous item, uncommon This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp. Gem of Seeing Wondrous item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. . Giant Slayer Weapon (any axe or sword), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls. Glamoured Studded Leather Armor (studded leather), rare While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. Gloves of Missile Snaring Wondrous item, uncommon(requires attunement) These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you’re wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. Gloves of Swimming and Climbing Wondrous item, uncommon(requires attunement) While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. Goggles of Night wondrous item, uncommon While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. Hammer of Thunderbolts Weapon (maul), legendary You gain a +1 bonus to attack and damage rolls made with this magic weapon. Giant’s Bane (requires attunement). You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn. Handy Haversack Wondrous item, rare This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. Hat of Disguise Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise selfspell from it at will. The spell ends if the hat is removed. Headband of Intellect Wondrous item, uncommon (requires attunement) Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. Helm of Brilliance Wondrous item, very rare(requires attunement) This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it: You can use an action to cast one of the following spells (save DC 18), using one of the helm’s gems of the specified type as a component: daylight(opal), fireball(fire opal), prismatic spray(diamond), or wall of fire(ruby). The gem is destroyed when the spell is cast and disappears from the helm. As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. As long as the helm has at least one ruby, you have resistance to fire damage. As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. Helm of Comprehending Languages Wondrous item, uncommon While wearing this helm, you can use an action to cast the comprehend languagesspell from it at will. Helm of Telepathy Wondrous item, uncommon (requires attunement) While wearing this helm, you can use an action to cast the detect thoughtsspell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn. Helm of Teleportation Wondrous item, rare(requires attunement) This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn. Holy Avenger Weapon (any sword), legendary (requires attunement by a paladin) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. Horn of Blasting Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. Horn of Valhalla Wondrous item, rare (silver or brass),very rare (bronze), or legendary (iron) You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. Four types of horn of Valhallaare known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn’s type or determines it randomly. d100 d100 Horn Type Berserkers Summoned Requirement 01-40 Silver 2d4 + 2 None 41-75 Brass 3d4 + 3 Proficiency with all simple weapons 76-90 Bronze 4d4 + 4 Proficiency with all medium armor 91-00 Iron 5d4 + 4 Proficiency with all martial weapons Horn Type Berserkers Summoned Requirement 01–40 Silver 2d4 + 2 None 41–75 Brass 3d4 + 3 Proficiency with all simple weapons 76–90 Bronze 4d4 + 4 Proficiency with all medium armor 91–00 Iron 5d4 + 5 Proficiency with all martial weapons If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. Horseshoes of a Zephyr Wondrous item, very rare These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march. Horseshoes of Speed Wondrous item, rare These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature’s walking speed by 30 feet. Immovable Rod Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. Instant Fortress Wondrous item, rare You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knockspell and similar magic, such as that of a chime of opening. Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically. The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points. Ioun Stone Wondrous item,rarity varies(requires attunement) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it. Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. Fortitude (Very Rare). Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it. Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. Intellect (Very Rare). Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. Leadership (Very Rare). Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head. Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head. Regeneration (Legendary). You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 − 1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. Strength (Very Rare). Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. Sustenance (Rare). You don’t need to eat or drink while this clear spindle orbits your head. Iron Bands of Binding Wondrous item, rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn. Iron Flask Wondrous item, legendary This iron bottle has a brass stopper. You can use an action to speak the flask’s command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you’re on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t need to breathe, eat, or drink and doesn’t age. You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly. d100 Contents 01-50 Empty 51-54 Demon (type 1) 55-58 Demon (type 2) 59-62 Demon (type 3) 63-64 Demon (type 4) 65 Demon (type 5) 66 Demon (type 6) 67 Deva 68-69 Devil (greater) 70-73 Devil (lesser) 74-75 Djinni 76-77 Efreeti 78-83 Elemental (any) 84-86 Invisible stalker 87-90 Night hag 91 Planetar 92-95 Salamander 96 Solar 97-99 Succubus/incubus 100 Zorn Javelin of Lightning Weapon (javelin), uncommon This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Lantern of Revealing Wondrous item, uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5- foot radius. Luck Blade Weapon (any sword), legendary (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn. Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the wishspell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges. Mace of Disruption Weapon (mace), rare (requires attunement) When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Mace of Smiting Weapon (mace), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. Mace of Terror Weapon (mace), rare (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. Mantle of Spell Resistance Wondrous item, rare (requires attunement) You have advantage on saving throws against spells while you wear this cloak. Manual of Bodily Health Wondrous item, very rare This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. Manual of Gainful Exercise Wondrous item, very rare This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. Manual of Golems Wondrous item, very rare This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can’t use a manual of golems and attempts to read it takes 6d6 psychic damage. d20 Golem Time Cost 1-05 Clay 30 days 65,000 gp 6-17 Flesh 60 days 50,000 gp 18 Iron 120 days 100,000 gp 19-20 Stone 90 days 80,000 gp d20 Golem Time Cost 1–5 Clay 30 days 65,000 gp 6–17 Flesh 60 days 50,000 gp 18 Iron 120 days 100,000 gp 19–20 Stone 90 days 80,000 gp To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. Manual of Quickness of Action Wondrous item, very rare This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. Marvelous Pigments Wondrous item, very rare Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-­‐‑dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons—that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. Medallion of Thoughts Wondrous item, uncommon (requires attunement) The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. Mirror of Life Trapping Wondrous item, very rare When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror’s nature, and constructs succeed on the saving throw automatically. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror’s cells don’t age, and they don’t need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate normally. In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it. Mithral Armor Armor (medium or heavy, but not hide), uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. Necklace of Adaptation Wondrous item, uncommon (requires attunement) While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). Necklace of Fireballs Wondrous item, rare This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireballspell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. Necklace of Prayer Beads Wondrous item, rare (requires attunement by a cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20 Bead of ... Spell 1-6 Blessing Bless 7-12 Curing Cure wounds(2nd level) or lesser restoration 13-16 Favor Greater restoration 17-18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk Nine Lives Stealer Weapon (any sword), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. Oathbow Weapon (longbow), very rare (requires attunement) When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. Oil of Etherealness Potion, rare Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealnessspell for 1 hour. Oil of Sharpness Potion, very rare This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. Oil of Slipperiness Potion, uncommon This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movementspell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the greasespell in that area for 8 hours. Pearl of Power Wondrous item, uncommon (requires attunement by a spellcaster) While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn. Periapt of Health Wondrous item, uncommon You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. Periapt of Proof against Poison Wondrous item, rare This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisonedcondition and have immunity to poison damage. Periapt of Wound Closure Wondrous item, uncommon (requires attunement) While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. Philter of Love potion, uncommon The next time you see a creature within 10 minutes after drinking this philter, you become charmedby that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. Pipes of Haunting Wondrous item, uncommon You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. Pipes of the Sewers Wondrous item, uncommon(requires attunement) You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. Plate Armor of Etherealness Armor (plate), legendary (requires attunement) While you’re wearing this armor, you can speak its command word as an action to gain the effect of the etherealnessspell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can’t be used again until the next dawn. Portable Hole Wondrous item, rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. Potion of Animal Friendship Potion, uncommon When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. Potion of Clairvoyance Potion, rare When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. Potion of Climbing Potion, common When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. Potion of Diminution Potion, rare When you drink this potion, you gain the “reduce” effect of the enlarge/reducespell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. . Potion of Flying Potion, very rare When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it. Potion of Gaseous Form Potion, rare When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion’s container seems to hold fog that moves and pours like water. Potion of Giant Strength Potion, rarity varies When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect. Type of Giant Strength Rarity Hill giant 21 Uncommon Frost/stone giant 23 Rare Fire giant 25 Rare Cloud giant 27 Very rare Storm giant 29 Legendary Type of Giant Strength Rarity Hill giant 21 Uncommon Frost/stone giant 23 Rare Fire giant 25 Rare Cloud giant 27 Very rare Storm giant 29 Legendary Potion of Growth Potion, uncommon When you drink this potion, you gain the “enlarge” effect of the enlarge/reducespell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. Potion of Healing Potion, rarity varies You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated. Potions of Healing Potion of... Rarity HP Regained Healing Common 2d4 + 2 Greater healing Uncommon 4d4 + 4 Superior healing Rare 8d4 + 8 Supreme healing Very rare 10d4 + 20 Potion of Heroism Potion, rare For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the blessspell (no concentration required). This blue potion bubbles and steams as if boiling. Potion of Invisibility Potion, very rare This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisiblefor 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. Potion of Mind Reading Potion, rare When you drink this potion, you gain the effect of the detect thoughtsspell (save DC 13). The potion’s dense, purple liquid has an ovoid cloud of pink floating in it. Potion of Poison Potion, uncommon This concoction looks, smells, and tastes like a potion of healingor other beneficial potion. However, it is actually poison masked by illusion magic. An identifyspell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. Potion of Resistance Potion, uncommon When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below. d10 Damage Type d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder Potion of Speed Potion, very rare When you drink this potion, you gain the effect of the hastespell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own. Potion of Water Breathing Potion, uncommon You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. Restorative Ointment Wondrous item, uncommon This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. Ring of Animal Influence Ring, rare This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: Animal friendship(save DC 13) Fear(save DC 13), targeting only beasts that have an Intelligence of 3 or lower Speak with animals Ring of Djinni Summoning Ring, legendary (requires attunement) While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane. While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. Ring of Elemental Command Ring, legendary (requires attunement) This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. Ring of Air Elemental Command. You can expend 2 of the ring’s charges to cast dominate monsteron an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties: You have resistance to lightning damage. You have a flying speed equal to your walking speed and can hover. You can cast the following spells from the ring, expending the necessary number of charges: chain lightning(3 charges), gust of wind(2 charges), or wind wall(1 charge). Ring of Earth Elemental Command. You can expend 2 of the ring’s charges to cast dominate monsteron an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: You have resistance to acid damage. You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. You can cast the following spells from the ring, expending the necessary number of charges: stone shape(2 charges), stoneskin(3 charges), or wall of stone(3 charges). Ring of Fire Elemental Command. You can expend 2 of the ring’s charges to cast dominate monsteron a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan. If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties: You are immune to fire damage. You can cast the following spells from the ring, expending the necessary number of charges: burning hands(1 charge), fireball(2 charges), and wall of fire(3 charges). Ring of Water Elemental Command. You can expend 2 of the ring’s charges to cast dominate monsteron a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: You can breathe underwater and have a swimming speed equal to your walking speed. You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water(1 charge), control water(3 charges), ice storm(2 charges), or wall of ice(3 charges). Ring of Evasion Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. Ring of Feather Falling Ring, rare (requires attunement) When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. Ring of Free Action Ring, rare (requires attunement) While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. Ring of Invisibility Ring, legendary (requires attunement) While wearing this ring, you can turn invisibleas an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. Ring of Jumping Ring, uncommon (requires attunement) While wearing this ring, you can cast the jumpspell from it as a bonus action at will, but can target only yourself when you do so. Ring of Mind Shielding Ring, uncommon (requires attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. . Ring of Protection Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. Ring of Regeneration Ring, very rare (requires attunement) While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. Ring of Resistance Ring, rare (requires attunement) You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly. d10 Damage Type Gem 1 Acid Pearl 2 Cold Tourmaline 3 Fire Garnet 4 Force Sapphire 5 Lightning Citrine 6 Necrotic Jet 7 Poison Amethyst 8 Psychic Jade 9 Radiant Topaz 10 Thunder Spinel Ring of Shooting Stars Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage 4 2d4 3 2d6 2 5d4 1 4d12 Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. Ring of Spell Storing Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. Ring of Spell Turning Ring, legendary (requires attunement) While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. Ring of Swimming Ring, uncommon You have a swimming speed of 40 feet while wearing this ring. Ring of Telekinesis Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesisspell at will, but you can target only objects that aren’t being worn or carried. Ring of the Ram Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. Ring of Three Wishes Ring, legendary While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge. Ring of Warmth Ring, uncommon (requires attunement) While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit. Ring of Water Walking Ring, uncommon While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. Ring of X-ray Vision Ring, rare (requires attunement) While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. Robe of Eyes Wondrous item, rare(requires attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. You have darkvision out to a range of 120 feet. You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet. The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blindedfor 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for lightor DC 15 for daylight), ending the blindness on a success. Robe of Scintillating Colors Wondrous item, very rare(requires attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. . Robe of Stars Wondrous item, very rare(requires attunement) This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missileas a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. Robe of the Archmagi Wondrous item,legendary (requires attunement by a sorcerer, warlock, or wizard) This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe’s color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can’t attune to a robe of the archmagi that doesn’t correspond to your alignment. You gain these benefits while wearing the robe: If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. You have advantage on saving throws against spells and other magical effects. Your spell save DC and spell attack bonus each increase by 2. Robe of Useful Items Wondrous item, uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: Dagger Bullseye lantern (filled and lit) Steel mirror 10-foot pole Hempen rope (50 feet, coiled) Sack In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly. d100 Patch 01-08 Bag of 100 gp 09-15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp 16-22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself 23-30 10 gems worth 100 gp each 31-44 Wooden ladder (24 feet long) 45-51 A riding horse with saddle bags 52-59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you 60-68 4 potions of healing 69-75 Rowboat (12 feet long) 76-83 Spell scroll containing one spell of 1st to 3rd level 84-90 2 mastiffs 91-96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach 97-00 Portable ram Rod of Absorption Rod, very rare (requires attunement) While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell’s effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. Rod of Alertness Rod, very rare (requires attunement) This rod has a flanged head and the following properties. Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. Spells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility. Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. The rod’s head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn. Rod of Lordly Might Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Six Buttons. You can press one of the rod’s six buttons as a bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod’s flanged head. If you press button 2, the rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. If you press button 3, the rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can’t be used again until the next dawn. Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can’t be used again until the next dawn. Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can’t be used again until the next dawn. Rod of Rulership Rod, rare (requires attunement) You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmedby you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can’t be used again until the next dawn. Rod of Security Rod, very rare While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can’t be used again until ten days have passed. Rope of Climbing Wondrous item, uncommon This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. Rope of Entanglement Wondrous item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. Scarab of Protection Wondrous item, legendary (requires attunement) If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: You have advantage on saving throws against spells. The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. Scimitar of Speed Weapon (scimitar), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. Shield, +1, +2, or +3 Armor (shield), uncommon (+1), rare (+2), or very rare (+3) While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC. Shield of Missile Attraction Armor (shield), rare (requires attunement) While holding this shield, you have resistance to damage from ranged weapon attacks. Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. Slippers of Spider Climbing Wondrous item, uncommon(requires attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil. Sovereign Glue Wondrous item, legendary This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside withoil of slipperiness. When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solventor oil of etherealness, or with a wish spell. Spell Scroll Scroll, varies A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table. Spell Scroll Spell Level Rarity Save DC Attack Bonus Cantrip Common 13 +5 1st Common 13 +5 2nd Uncommon 13 +5 3rd Uncommon 15 +7 4th Rare 15 +7 5th Rare 17 +9 6th Very rare 17 +9 7th Very rare 18 +10 8th Very rare 18 +10 9th Legendary 19 +11 Spellguard Shield Armor (shield), very rare (requires attunement) While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. Sphere of Annihilation Wondrous item, legendary This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn’t wholly engulfed and obliterated by it takes 4d10 force damage. The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage. If you attempt to control a sphere that is under another creature’s control, you make an Intelligence (Arcana) check contested by the other creature’s Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal. If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the GM determines randomly what happens, using the following table. d100 Result 01-50 The sphere is destroyed. 51-85 The sphere moves through the portal or into the extradimensional space. 86-00 A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. Staff of Charming Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languagesfrom it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. Staff of Fire Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) You have resistance to fire damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands(1 charge), fireball(3 charges), or wall of fire(4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. Staff of Frost Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold(5 charges), fog cloud(1 charge), ice storm(4 charges), or wall of ice(4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. Staff of Healing Staff, rare (requires attunement by a bard, cleric, or druid) This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds(1 charge per spell level, up to 4th), lesser restoration(2 charges), or mass cure wounds(5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. Staff of Power Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold(5 charges), fireball(5th-level version, 5 charges), globe of invulnerability(6 charges), hold monster(5 charges), levitate(2 charges), lightning bolt(5th-level version, 5 charges), magic missile(1 charge), ray of enfeeblement(1 charge), or wall of force(5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage 10 ft. away or closer 8 x the number of charges in the staff 11 to 20 ft. away 6 x the number of charges in the staff 21 to 30 ft. away 4 x the number of charges in the staff Staff of Striking Staff, very rare (requires attunement) This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. Staff of Swarming Insects Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect(4 charges) or insect plague(5 charges). Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. Staff of the Magi Staff, legendary (requires attunement by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental(7 charges), dispel magic(3 charges), fireball(7th-level version, 7 charges), flaming sphere(2 charges), ice storm(4 charges), invisibility(2 charges), knock(2 charges), lightning bolt(7th-level version, 7 charges), passwall(5 charges), plane shift(7 charges), telekinesis(5 charges), wall of fire(4 charges), or web(2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage 10 ft. away or closer 8 x the number of charges in the staff 11 to 20 ft. away 6 x the number of charges in the staff 21 to 30 ft. away 4 x the number of charges in the staff Staff of the Python Staff, uncommon (requires attunement by a cleric, druid, or warlock) You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. Staff of the Woodlands Staff, rare (requires attunement by a druid) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship(1 charge), awaken(5 charges), barkskin(2 charges), locate animals or plants(2 charges), speak with animals(1 charge), speak with plants(3 charges), or wall of thorns (6 charges). You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. Staff of Thunder and Lightning Staff, very rare (requires attunement) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can’t be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff’s tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn’t deafened. Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one. Staff of Withering Staff, rare (requires attunement by a cleric, druid, or warlock) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. Stone of Controlling Earth Elementals Wondrous item, rare If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elementalspell. The stone can’t be used this way again until the next dawn. The stone weighs 5 pounds. Stone of Good Luck (Luckstone) Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. Sun Blade Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword’s luminous blade emits bright light in a 15-­‐‑foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Sword of Life Stealing Weapon (any sword), rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn’t a construct or an undead. You gain temporary hit points equal to the extra damage dealt. Sword of Sharpness Weapon (any sword that deals slashing damage), very rare (requires attunement) When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. In addition, you can speak the sword’s command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. Sword of Wounding Weapon (any sword), rare (requires attunement) Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. Talisman of Pure Good Wondrous item, legendary (requires attunement by a creature of good alignment) This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed. Talisman of the Sphere Wondrous item, legendary (requires attunement) When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier. Talisman of Ultimate Evil Wondrous item, legendary (requires attunement by a creature of evil alignment) This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed. Tome of Clear Thought Wondrous item, very rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. Tome of Leadership and Influence Wondrous item, very rare This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. Tome of Understanding Wondrous item, very rare This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. Trident of Fish Command Weapon (trident), uncommon (requires attunement) This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast(save DC 15) from it . on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. Universal Solvent Wondrous item, legendary This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue. Vicious Weapon Weapon (any), rare When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon’s type. Vorpal Sword Weapon (any sword that deals slashing damage), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. Wand of Binding Wand, rare (requires attunement by a spellcaster) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster(5 charges) or hold person(2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. Wand of Enemy Detection Wand, rare (requires attunement) This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Wand of Fear Wand, rare(requires attunement) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the commandspell (save DC 15). Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. Wand of Fireballs Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Wand of Lightning Bolts Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning boltspell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Wand of Magic Detection Wand, uncommon This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magicspell from it. The wand regains 1d3 expended charges daily at dawn. Wand of Magic Missiles Wand, uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missilespell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Wand of Paralysis Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzedfor 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Wand of Polymorph Wand, very rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorphspell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Wand of Secrets Wand, uncommon The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. Wand of the War Mage, +1, +2, or +3 Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster) While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack. Wand of Web Wand, uncommon (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the webspell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Wand of Wonder Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell’s save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn’t already. If an effect covers an area, you must center the spell on and include the target. If an effect has . multiple possible subjects, the GM randomly determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. d100 Effect 01-05 You cast slow. 06-10 You cast faerie fire. 11-15 You are stunneduntil the start of your next turn, believing something awesome just happened. 16-20 You cast gust of wind. 21-25 You cast detect thoughtson the target you chose. If you didn’t target a creature, you instead take 1d6 psychic damage. 26-30 You cast stinking cloud. 31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomeslightly obscured. The rain falls until the start of your next turn. 34-36 An animal appears in the unoccupied space nearest the target. The animal isn’t under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a rhinoceros appears; on a 26–50, an elephant appears; and on a 51–100, a rat appears. 37-46 You cast lightning bolt. 47-49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomesheavily obscured. The butterflies remain for 10 minutes. 50-53 You enlarge the target as if you had cast enlarge/reduce. If the target can’t be affected by that spell, or if you didn’t target a creature, you become the target. 54-58 You cast darkness. 59-62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. 63-65 An object of the GM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. 66-69 You shrink yourself as if you had cast enlarge/reduceon yourself. 70-79 You cast fireball. 80-84 You cast invisibilityon yourself. 85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. 88-90 A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand’s tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. 91-95 A burst of colorful shimmering light extends from you in a 30-­‐foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 96-97 The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. 98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn’t target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrifiedon a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. Weapon, +1, +2, or +3 Weapon (any), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. Well of Many Worlds Wondrous item, legendary This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can’t do so again for 1d8 hours. Wind Fan Wondrous item,uncommon While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. Winged Boots Wondrous item, uncommon (requires attunement) While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren’t in use. Wings of Flying Wondrous item, rare (requires attunement) While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can’t use them again for 1d12 hours. The Hypertext d20 SRDTMis owned by BoLS Interactive LLC. The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. ‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20.
msmarco_doc_00_28028362
http://5elementfood.blogspot.com/p/five-elements-of-food.html
5 Element Food: About the Five Elements of Food
5 Element Food 5 Element Food About the Five Elements of Food Home
5 Element Food: About the Five Elements of Food 5 Element Food About the Five Elements of Food According to the Ancient Chinese, all things in the world can be divided into five vibrational families and the elements of Water, Wood, Fire, Earth and Metal. In the body, these Five Elements represent the five major organs - the kidneys, the Liver, the Heart, the Spleen/Stomach/Pancreas and the Lungs - all of which are necessary for survival. Usually one of these organs is stronger than the others giving extra energy to that organ and helping people to behave in certain ways and clearly influences personality and lifestyle choices - things like food preferences, fun, fashion, decorating, sleeping, playing, etc. And, one of the organs is usually slightly deficient and needs building up. When you are strong in one element, you usually need to build up the other elements to find balance. In the Five Element system, it is important to balance these elements within and without for optimum health. Learning to balance the Five Elements of Food helps ensure that you receive enough nutrients from what you eat and supports the corresponding organs. One of the best ways to create balance in the body is to eat more foods that correspond to all the Five Flavors : Salty, Sour, Bitter, Sweet and Savory, Pungent or Umami in a way that most suits your personal needs. Here's a brief list of foods associated with each element: and their actions on the body: Water: All salty foods and dark foods, foods that are purple, black or blue. Also, fresh fish and salted fish, salted meat, caviar and other fish eggs, shellfish of all kinds, pork, eggs, beans of all kinds, seaweed and sea vegetables, Soy Sauce and Tamari, miso, figs, blueberries, blackberries, eggplant, kale, wild rice, walnuts, sesame seeds, sunflower seeds and pumpkin seeds are water foods. These foods have a softening effect and promote moisture and calming of the body. They most benefit thin, dry and nervous people. Wood: All sour foods and many green, fast growing foods, especially those with green stalks and sprouts. Also, chicken, liver, most wild game, wheat, leafy greens like bok choy, chard, broccoli rabe and spinach, asparagus and celery, citrus fruits - especially lemons, oranges, grapefruit - sour plum, pineapple, starfruit, sourdough bread or crackers, vinegar, yogurt, kimchi, pickles of all kinds, sauerkraut and olives are Wood foods. These foods can obstruct movement and function as astringents. They most benefit changeable, erratic and scattered people. Fire: All bitter foods and most red foods, especially food that looks like hearts, dried food and hot foods. Also lamb, venison, letttuce and arugula, dandelion and watercress, tomatoes, citrus peel, kumquats, apricots, sweet plums, raspberries, strawberries, rhubarb, peppers, hot chiles, black pepper, cayenne pepper, paprika, wine, beer, coffee, tea, dark chocolate and carbonated beverages are all Fire foods These foods can reduce heat and dry fluids. They most benefit slow, overweight, overheated and aggressive people. Earth: All sweet and starchy foods, particularly yellow, orange and brown foods and root vegetables and very sweet soft fruits. Other Earth foods are beef, millet, barley, rye, sugar, milk chocolate, corn, oats, slow cooked onion, watermelon, cantaloupe, sweet apples, sweet cherries, dates, grapes, peaches, carrots, cabbage, potato, sweet potato, bananas and plantains, yam, okra, taro, beets, button and chantarelle mushrooms and other fungus, winter and summer squash, cucumbers, almond, coconut and other tropical fruits like papayas, cherimoyas and mangoes are all earth foods. So are the pulses - lentils and dried peas, peanuts alongs with syrupy sweets - honey, maple syrup, corn syrup, agave syrup, molasses, rice syrup and barley syrup. These foods slow down acute symptoms and neutralize toxins. They most benefit dry, nervous and weak people and they calm aggression. Metal: All savory foods, pungent foods and white foods, many herbs and spices and prepared condiments. You don't need a lot of metal foods as they are strong and spicy (not hot) or very simple flavors. The newly discovered tastebuds for the "Umami" flavor is proof of the Metal Element having the ability to taste glutamate - found in shitake and porcini mushrooms, parmesan cheese and fish sauce that gives these foods that special savory flavor. Also, white rice, milk, cream, white cheeses, raw onion, garlic, chives, radish - especially daikon, cauliflower, turnip, tofu, lotus root, pears, kohlrabi, cinnamon, mint, tarragon, marjoram, rosemary, thyme, scallions, cloves, fennel seed and bulb, cilantro and coriander seeds, parsley, anise, dill, mustard greens, wasabi, horseradish, mustard, basil, and nutmeg are all considered metal foods. These foods have a dispersing effect and promote energy circulation. They most benefit sluggish, damp, lethargic and cold people. Many foods cross can be more than one element at a time. Others can be assigned to different elements based on how they are cooked. For example, raw onion is the metal element because of its pungency whereas cooked onion is very sweet and becomes earthy, or they may change at different states of growth so that when it is unripe versus when it is ripe. For example, tomatoes when green are quite sour and therefore belong more to the Wood Element and when they are ripe, belong to the Fire Element. When they are very sweet, they become Eartthier. The style of cooking also influences the five elements: Soups, Boiling, Steaming, Poaching, Curing, Freezing and Sous Vide Cooking - Water Grilling, Smoking, Searing, Pickling and Fermenting, Campfire Cooking - Wood Deep Frying, Stir Frying, Flambeing, Sauteing, Toasting, Dehydrating, Appetizers and Snacks - Fire Baking, Roasting, Stewing, Mashing, Pureeing, Jams and Jellies, Caramelizing, Desserts and Candy - Earth Composed Foods, Garnishes, Condiments, Finishing Sauces, Julienne , Mincing, Dicing - Metal It is also important to eat according to the seasons: Winter is the Water Element, Spring is the Wood Element, Fire is Early Summer, Earth is Late Summer, Metal is Fall. Try to eat food that is as fresh as possible or preserved well for future use. It is best to buy locally grown or locally raised food or grow it yourself as this helps connect you to the place you live. The more variety, the happier your Stomach will be as the Earth Element is fed by the Fire Element, which is variety. The more colorful the dish or meal, the more of the five elements have been involved. Eating the 5 Element Food way is healthy, fun, nutritious and delicious! Home Subscribe to: Posts (Atom)
msmarco_doc_00_28210309
http://5eranchproducts.com/
Home of the Patented Cottonseed Feeder - Made in Texas - 5E-Ranch Products, LLC
Offering The Best In CottonSeed Feeding Follow 5-E Ranch Products on Facebook! REQUEST INFO Offering The Best In CottonSeed Feeding The CottonSeed Dilemma The 5-E Ranch Products, LLC Solution WHAT PEOPLE ARE SAYING ABOUT 5-E RANCH PRODUCTS: WHY SHOULD I FEED COTTONSEED? WHOLE COTTONSEED PRODUCT 40 lb. Easy Open Cottonseed LOOK FOR OUR NEW PACKAGING! ABOUT TEXAS-BASED 5-E RANCH PRODUCTS, LLC SEND US A MESSAGE WHERE ARE WE LOCATED?
Home of the Patented Cottonseed Feeder - Made in Texas - 5E-Ranch Products, LLC Follow 5-E Ranch Products on Facebook! You won’t find it anywhere else! Our Cottonseed Feeder is patented – U.S. Patent Office No. D838,642. All Rights Reserved. REQUEST INFO Offering The Best In CottonSeed Feeding With a patented (US Patent Office No. D838,642) design that changes the cottonseed feeding game, your purchase of a 5-E Ranch Products, LLC Cottonseed Feeder is an easy decision and wise investment. The CottonSeed Dilemma Since Texas hunters have realized the value of feeding cottonseed, we’ve done as true Texans do and improvised. Some chicken wire, tomato cages, twine, and stakes did the job well enough for some. That’s where 5-E Ranch Products said enough was enough. We got to work finding a better way to serve up the nutrition-packed cottonseed. We all know water ruins cottonseed – sprouting, mildewing, molding, and spoiling. You can end up with a black mess that NO whitetail, let alone a trophy buck, wants to eat. The trick is keeping it off the ground, away from moisture, and still making it easy for feeding and filling. The 5-E Ranch Products, LLC Solution We are proud to offer the first of its kind, patented cottonseed feeder. Easily holding 800 lbs of cottonseed, our feeder is galvanized with an easy-to-open lid that locks open for hands-free filling. There’s a clean out door on the front side to make seed removal simple and quick. NEW IN 2020: Our bulk cottonseed feeder easily holds 1,500 lbs of cottonseed. Like our original cottonseed feeder, it is also galvanized with a clean-out door and locking lid. Each 5-E Ranch Products, LLC feeder is made extremely durable and built to last, which will give you the assurance your deer are well taken care of. READ WHY COTTONSEED FEEDING IS A GOOD IDEA WHAT PEOPLE ARE SAYING ABOUT 5-E RANCH PRODUCTS:      5/5 “It’s clear that 5-E Ranch Products cares about a quality product that gets the job done. Knowing the Cottonseed Feeder is made in Texas where I was born and raised and not overseas to cut costs means a lot. If you’re looking to save more cottonseed and grow bigger bucks, I highly recommend 5-E Ranch. These guys care about their product and customers.” – V. Morales, Texas Previous Next WHY SHOULD I FEED COTTONSEED? It allows post-rut bucks to put weight back on rapidly, meaning more energy is reserved for antler growth. Whole cottonseed as a supplemental food for deer is great choice for maintaining the physical health of a deer herd. It is especially effective for improving the body condition of bucks following the rut. Because cottonseed is high in protein and fat it allows post-rut bucks to put weight back on rapidly, meaning more energy is reserved for antler growth which is just a few months down the road. Feeding cottonseed will increase deer body condition, help improve annual fawn production and allow for increased antler development in bucks, but as a feed it should not be considered a complete ration for whitetail deer. It’s not a one-stop-shop, but whole cottonseed is a great supplement for whitetail. WHOLE COTTONSEED PRODUCT 40 lb. Easy Open Cottonseed LOOK FOR OUR NEW PACKAGING! We use high-quality cottonseed that is sacked in a convenient & easy to carry 40 lb bag. It works great with our cottonseed feeder that keeps it off the ground and readily available to your deer herd. Pair your feeder order with quality cottonseed from 5-E Ranch Products. ORDER TODAY ABOUT TEXAS-BASED 5-E RANCH PRODUCTS, LLC 5-E Ranch Products started in 2015 with our love of the Great Outdoors. Our goal is to provide hunters with the tools to manage and grow trophies for generations to come. Our products are home grown and manufactured in the state of Texas. We focus on delivering a quality product with exceptional customer service. Contact us if you have any questions about our products. We will be happy to serve you. SEND US A MESSAGE Whether you’ve got questions or you’re ready for us to deliver your 5-E Ranch Products Cottonseed Feeder, we’d love to hear from you. Fill out this contact form, and we’ll give you a call or send you an email within a business day. WHERE ARE WE LOCATED? All our products are made and sold in the Lone Star State. Contact us using the information below or stop by and see us during business hours.
msmarco_doc_00_28217272
http://5esim.com/
Tax Simulation – Simulated Tax Returns
Statistically Verified Simulation United States 1040A Simulated Tax Returns 5e Sim - Simulated Tax Returns Millions of Simulated Tax Returns Statistically Verified Simulation DATA SCIENCE RESEARCH APPLICATION Clients Researchers
Tax Simulation – Simulated Tax Returns United States 1040A Simulated Tax Returns 5e Sim - Simulated Tax Returns Millions of Simulated Tax Returns 5e Sim produces millions of simulated tax returns based on information provided by the IRS from 1040 filings. Whether for research or training, 5e Sim simulated returns represent statistically accurate model of US tax return filings. Results have been presented at major US conferences. read more How it works Statistically Verified Simulation DATA SCIENCE Data science techniques were used to create the simulation, making the results as accurate as possible. Results have been rigorously tested and verified by academics and professionals in the industry. The data ensures privacy while assisting researchers and educators. RESEARCH Years of research and review of economic and accounting literature were conducted to ensure our simulation is the most accurate available. The research guided our team in navigating complexities of developing the simulation. APPLICATION Due to privacy, the IRS cannot divulge personal tax information. Our data scientists were able to emulate the tax returns using sound statistical methodology that can be used in research, education and policy, among other areas. Learn more Clients Researchers Many researchers from universities and policy organizations have found significant value in our simulated datasets.
msmarco_doc_00_28222400
http://5feetaway.com/encouraging-words-from-jesus/
ENCOURAGING WORDS FROM JESUS | 5 Feet Away: Uncovering Jesus
ENCOURAGING WORDS FROM JESUS ENCOURAGING WORDS FROM JESUS Seven Spectacularly Encouraging Things Jesus Said to His Disciples Seven Spectacularly Encouraging Words from Jesus 1. Follow Me Jesus will take what you already have and he will use it to change the world. 2. My Yoke is Easy Jesus will never use shame to beat submission out of you – he uses sacrificial love. 3. You Can Do It Jesus will do amazing things with your life when you make yourself available to him. 4. I Will Give You the Right Words The Holy Spirit will speak through you if you let go and let Him. 5. I’ve Got Your Back You don’t have to worry about death – Jesus is preparing a place for you in heaven. 6. You Will Have Power Jesus gives you the spiritual strength to live a strong, confident life and make a lasting impact on the world. 7. I Will Never Leave You No matter where life takes you, Jesus always goes before you and with you. Post navigation Also on 5feetaway FOUR LIES THAT KILL A MARRIAGE 5 Feet Away: Uncovering Jesus FOUR CHRISTMAS MISCONCEPTIONS 5 Feet Away: Uncovering Jesus WOMEN IN MINISTRY, … 5 Feet Away: Uncovering Jesus 5 Feet Away: Uncovering Jesus 5 Feet Away: Uncovering Jesus
ENCOURAGING WORDS FROM JESUS | 5 Feet Away: Uncovering Jesus Post navigation HOW TO MAKE TOUGH DECISIONS BEAT THE APPROVAL-SEEKING DISEASE ENCOURAGING WORDS FROM JESUS Seven Spectacularly Encouraging Things Jesus Said to His Disciples by admin 0 Comments Share Tweet Print Email L ife has a way of beating us down. Sometimes it feels like we are living on a razor’s edge, and anything that goes wrong can cut us and knock us down. Jesus was always thinking about his disciples and the mission God had for them. He understood their fears and weaknesses. His singular goal was to prepare them to make an eternal impact on the world. To that end, he gave them some spectacularly encouraging words. Seven Spectacularly Encouraging Words from Jesus 1. Follow Me Come, follow me,” Jesus said, “and I will send you out to fish for people.” (Mark 1:17) Jesus was speaking to some fishermen when he said this. He told them that he was going to take the skills and abilities they already possessed and he was going to leverage them for a greater work. Jesus will take what you already have and he will use it to change the world. 2. My Yoke is Easy Take my yoke upon you and learn from me, for I am gentle and humble in heart, and you will find rest for your souls. For my yoke is easy and my burden is light” (Matt. 11:29-30). The “yoke” was the rabbi’s curriculum – His basic approach to spiritual life. Jesus accused the Pharisees of placing a burden on the people with their legalistic way to life with God (Matt. 23:4; this would have been considered the Pharisee’s yoke). In contrast, Jesus promised that his way to God was not a set of burdensome rules – but, rather was based on love and forgiveness. Jesus will never use shame to beat submission out of you – he uses sacrificial love. 3. You Can Do It Very truly I tell you, whoever believes in me will do the works I have been doing, and they will do even greater things than these, because I am going to the Father” (John 14:12). Jesus did some pretty amazing things. He promised his disciples that because he was going to the Father, they would do amazing things as well. Jesus will do amazing things with your life when you make yourself available to him. 4. I Will Give You the Right Words When you are brought before synagogues, rulers and authorities, do not worry about how you will defend yourselves or what you will say, for the Holy Spirit will teach you at that time what you should say” (Luke 12:11-12). Jesus knew that his followers would be marginalized, demonized, and ostracized. He told them not to worry about how they would respond. The Spirit would give them the right words just when they needed them. The Holy Spirit will speak through you if you let go and let Him. 5. I’ve Got Your Back My Father’s house has many rooms; if that were not so, would I have told you that I am going there to prepare a place for you?” (John 14:2). Jesus did not want his disciples to have to worry about the eternal question. He wanted them to know without a doubt where they would end up when this life was over (1 John 5:13). This way they could focus completely on the mission he gave them. You don’t have to worry about death – Jesus is preparing a place for you in heaven. 6. You Will Have Power But you will receive power when the Holy Spirit comes on you; and you will be my witnesses in Jerusalem, and in all Judea and Samaria, and to the ends of the earth” (Acts 1:8). Jesus promised his disciples that they would have all the power they needed to accomplish their life mission. That power would come from God and it would propel them into the world in order to change the world forever! Jesus gives you the spiritual strength to live a strong, confident life and make a lasting impact on the world. 7. I Will Never Leave You … And surely I am with you always, to the very end of the age” (Matt. 28:20). Jesus promised to never leave his disciples alone. There was no place they could go that Jesus was not already there. Where can I go from your Spirit? Where can I flee from your presence? If I go up to the heavens, you are there; if I make my bed in the depths, you are there.” – Psalm 139:7-8 No matter where life takes you, Jesus always goes before you and with you. I pray these words from Jesus are an encouragement to you every day of your life! 0 Comments Share Tweet Print Email Posted on Wednesday, August 15, 2018 Categories: EMOTIONAL HEALTH, LIFE OF JESUS, RELATIONSHIPS, THE SPIRIT LIFE Post navigation HOW TO MAKE TOUGH DECISIONS BEAT THE APPROVAL-SEEKING DISEASE Please note: I reserve the right to delete comments that are offensive or off-topic. Disqus Recommendations We were unable to load Disqus Recommendations. If you are a moderator please see our troubleshooting guide. Also on 5feetaway ❮ FOUR LIES THAT KILL A MARRIAGE 3 years ago What does Jesus teach us about the lies we tend to believe in marriage? … 5 Feet Away: Uncovering Jesus 4 years ago Over and over again the Bible tells us, "Fear not!" and "Do not be anxious." … FOUR CHRISTMAS MISCONCEPTIONS 3 years ago Over the centuries misconceptions have developed about exactly … 5 Feet Away: Uncovering Jesus 3 years ago Life doesn't always cooperate with my well-laid plans. And the older I get, … WOMEN IN MINISTRY, … 2 months ago A Biblical case for women as preachers. 5 Feet Away: Uncovering Jesus 4 years ago Every human story ends the same way: death. All our fears are tied to the fear of … 5 Feet Away: Uncovering Jesus 3 years ago The suffering of those who are different from us tends to have less impact. How … 5 Feet Away: Uncovering Jesus a year ago Would Jesus wear a mask even if there was an outside chance it might save … ❯ Disqus Comments We were unable to load Disqus. If you are a moderator please see our troubleshooting guide. × 5feetaway Comment Policy To comment without registering click the "I'd rather post as a guest" after you enter your name under Disqus sign up. Please read our Comment Policy before commenting. 0 comments Comments 5feetaway Community Disqus' Privacy Policy Privacy Policy Login Disqus Facebook Twitter Google 1 Start the discussion… in this conversation ⬇ Drag and drop your images here to upload them. Post as Post or sign up with Disqus or pick a name Disqus is a discussion network Don't be a jerk or do anything illegal. Everything is easier that way. Read full terms and conditions Please access our Privacy Policy to learn what personal data Disqus collects and your choices about how it is used. 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msmarco_doc_00_28224208
http://5feetaway.com/two-things-jesus-said-about-suffering/
WHAT JESUS SAID ABOUT SUFFERING | 5 Feet Away: Uncovering Jesus
WHAT JESUS SAID ABOUT SUFFERING WHAT JESUS SAID ABOUT SUFFERING How to Deal with Overwhelming Grief, Pain and Suffering When It Never Goes Away TWO Things Jesus Said About Our Suffering 1. Your sorrow will turn to joy. The intense pain is over. You are left with a gift – a little bundle of joy that is unlike anything you have ever experienced. Biblical Examples 2. You will eventually understand. The Ministry of Presence 1. Wisdom values life’s difficulties. 2. Wisdom rests in God’s Sovereignty. Your pain is not the end of your story. There is a gift God wants to give you through your pain. The God who loves you wants to hold you through the pain. Post navigation Also on 5feetaway FOUR CHRISTMAS MISCONCEPTIONS 5 Feet Away: Uncovering Jesus 5 Feet Away: Uncovering Jesus 5 Feet Away: Uncovering Jesus 5 Feet Away: Uncovering Jesus WOMEN IN MINISTRY, … 5 Feet Away: Uncovering Jesus 5 THINGS I ADMIRE ABOUT BILLY …
WHAT JESUS SAID ABOUT SUFFERING | 5 Feet Away: Uncovering Jesus Post navigation WHAT BELONGS TO CAESAR? JESUS AND KANT’S 3 KEYS TO... WHAT JESUS SAID ABOUT SUFFERING How to Deal with Overwhelming Grief, Pain and Suffering by admin 0 Comments Share Tweet Print Email P ain and suffering are a part of life. There are no quick fixes. There is no magic balm to make the pain go away. I’m not going to insult or belittle your pain by pretending that I can take it away in a lousy 1000-word blog article. But Jesus did make two promises about pain and suffering. He offers us some things to consider when dealing with overwhelming grief. When It Never Goes Away My Bible open to Psalm 23, I stood at the foot of the grave watching the two young people, 22 and 21. They had been married less than two years and they stood with me over the grave of their first child. A boy. He lived for only two hours. I could see the pain in their faces. They would cling to each other until the sharp, unbearable pain turned into a blunt bearable pain. They would have other children, but there would always be this hole in their hearts, an empty space that would never completely go away. TWO Things Jesus Said About Our Suffering Now is your time of grief, but I will see you again and you will rejoice, and no one will take away your joy” (John 16:22). The night before his crucifixion Jesus gathered with his closest disciples and he warned them that suffering was coming. Suffering was a common part of first-century Mediterranean life. In fact, in some ways, the Hebrew people had been defined by it for more than 400 years. His disciples were no strangers to suffering. But, Jesus needed to remind them that, although suffering was a part of life, it would not define them. Jesus made two promises: 1. Your sorrow will turn to joy. “Very truly I tell you, you will weep and mourn while the world rejoices. You will grieve, but your grief will turn to joy” (John 16:20). Life is full of sorrow. But, we are assured that sorrow is not the end of the story. Jesus compared the grief process to what a woman experiences in giving birth to a child (John 16:21). There is intense pain – no fun at all. But after hours and hours of almost unbearable pain and suffering, there is the moment of overwhelming JOY. WHY? Two reasons: The intense pain is over. You are left with a gift – a little bundle of joy that is unlike anything you have ever experienced. Jesus was saying that the labor pains are not the end of the story. Your pain – no matter how brutal or persistent – is not the end of your story. Biblical Examples Job – in the midst of his pain, his wealth and property destroyed, his children violently killed, his body covered with diseased sores, and wracked with pain, lifted his eyes toward the heavens and cried out … “I know that my redeemer lives …” (Job 19:25). Job was saying, I know that this is not the way it ends. Moses – his back up against the raging Red Sea, the most powerful army on the face of the earth bearing down on him, and his own people ready to lynch him for leading them into certain death – rose to his feet, stretched his staff over the raging sea and told the people: Stand back and watch the delivering power of the God of the universe. In other words, Pharoah’s powerful army is not the end of our story. Shadrach, Meshach, and Abednego – standing before the fiery furnace, cried out with one voice – “Our God, if he so chooses, is able to save us, Oh King! … but even if he doesn’t … we will never bow down to you!” Another way of saying, You may be the most powerful person in Babylon, but you don’t get to write the end to our story. Paul – lying in a Roman prison, his character questioned by certain Jerusalem Christians, and facing almost certain death at the hands of the most powerful man on the face of the earth – wrote: I eagerly expect and hope that I will in no way be ashamed, but will have sufficient courage so that now as always Christ will be exalted in my body, whether by life or by death. For to me, to live is Christ and to die is gain” (Phil. 1:20-21). In other words, Nero can kill me, but he will never define me. Whatever hard, difficult, painful moments you experience in this life – always remember – They do NOT define YOUR story. The pain and suffering that is a part of this life is not the end of your story. 2. You will eventually understand. In that day you will no longer ask me anything. Very truly I tell you, my Father will give you whatever you ask in my name” (John 16:23). Evil and suffering seem impossible to comprehend. There is an entire branch of theology devoted to studying this one conundrum – if God is good, where did evil come from? 1 It is the branch of theology called, Theodicy. For an overview see God, Freedom and Evil by Alvin Plantinga; If God, Why Evil?: A New Way to Think About the Question by Norman L. Geisler; Evil and the Justice of God by N.T. Wright Most answers seem paltry in the face of horrific suffering (especially when innocent children suffer). Jesus wanted his disciples to know that things look very different depending on your view. For instance, on the other side of the resurrection, everything looks different. Between Good Friday and Easter Sunday, everything changes. For now, all we can do is cling to each other, fight for justice, and trust that Jesus is right – the pain will not define us and one day “He will wipe every tear … There will be no more death or mourning or crying or pain …” (Rev. 21:4). In the midst of grief, a hug is more powerful than words. Click To Tweet The Ministry of Presence In chaplaincy training, they talk about the “ministry of presence.” This is the idea that when people are going through intense grief they will probably not remember much of what you say to them, but they will never forget that you were there. Your very presence is a ministry to them. And a hug is more powerful than words. That’s exactly what Jesus said would make the difference. He told them (John 16:16-22), “In a little while you will not see me (and you will be full of sorrow) … and then a little while after that you will see me again (and you will be filled with joy).” In the book of Ecclesiastes Solomon wrote about the apparent meaninglessness of everything in life. He waxed eloquent about the vanity of life, the vanity of wealth, the vanity of human wisdom, the absurdity of everything. And then at the end of his writing, he made two very important observations: 1. Wisdom values life’s difficulties. The wise person stands in the difficult moments and takes a step back and says, there’s something that God wants to do with my pain. There is something good that God wants to bring out of my suffering. There is something powerful that God wants to teach me. 2. Wisdom rests in God’s Sovereignty. There is a God in heaven who is in control of every single breath I take. And I will rest in Him. There are no quick fixes. There is no magic balm to make the pain go away. If you are suffering today I’m not going to insult or belittle your pain by pretending to take it away in the few minutes it takes you to read this blog article – As if your life were a sitcom where God will make everything alright in 25 minutes, excluding commercials. But I offer you this as a start (and only a start) – Your pain is not the end of your story. There is a gift God wants to give you through your pain. The God who loves you wants to hold you through the pain. 0 Comments Share Tweet Print Email Posted on Monday, February 5, 2018 Categories: EMOTIONAL HEALTH, RELATIONSHIPS, THE SPIRIT LIFE Post navigation WHAT BELONGS TO CAESAR? JESUS AND KANT’S 3 KEYS TO... Please note: I reserve the right to delete comments that are offensive or off-topic. Disqus Recommendations We were unable to load Disqus Recommendations. If you are a moderator please see our troubleshooting guide. Also on 5feetaway ❮ FOUR CHRISTMAS MISCONCEPTIONS 3 years ago Over the centuries misconceptions have developed about exactly … 5 Feet Away: Uncovering Jesus 3 years ago I don't love to read for the sake of reading. But, I DO love to learn. So, here's … 5 Feet Away: Uncovering Jesus 4 years ago Jesus' prayer life was so powerful that his disciples asked him to teach them … 5 Feet Away: Uncovering Jesus 3 years ago Jesus was always mindful of his surroundings and the people in his life. … 5 Feet Away: Uncovering Jesus 3 years ago The suffering of those who are different from us tends to have less impact. How … WOMEN IN MINISTRY, … 2 months ago A Biblical case for women as preachers. 5 Feet Away: Uncovering Jesus a year ago Would Jesus wear a mask even if there was an outside chance it might save … 5 THINGS I ADMIRE ABOUT BILLY … 3 years ago Billy Graham passed away and for many, a golden era of Evangelicalism passed … ❯ Disqus Comments We were unable to load Disqus. If you are a moderator please see our troubleshooting guide. × 5feetaway Comment Policy To comment without registering click the "I'd rather post as a guest" after you enter your name under Disqus sign up. Please read our Comment Policy before commenting. 3 comments Comments 5feetaway Community Disqus' Privacy Policy Privacy Policy Login Disqus Facebook Twitter Google 1 Recommend Recommended Discussion Recommended! Recommending means this is a discussion worth sharing. It gets shared to your followers' Disqus feeds, and gives the creator kudos! Find More Discussions Sort by Best Best Newest Oldest − + Edward Flores • 3 years ago There is a sign in a non-denominational church off of N. Shepherd in the Northwest side of Houston Texas that reads in Spanish: 'Ven a Cristo y Para de Sufrir." Roughly translated into English the huge 12" tall letters say, "Come to Christ and Stop Suffering." My immediate thought: "I can't believe what I am reading. A heretical statement. Where did this originate?" It caused me to search the NT in Paul's letter to the Philippians where he makes several profound statements aligned with Christ's teachings on suffering. First, as that sign suggested that coming to Christ will somehow end all your pain has a half-truth and a heretical side. Christ never promised his followers a life without persecution or pain. That cuts out the heretical side to the statement in the sign. Suffering and its pain comes to all because we live in Adam and Eve's fallen world filled with sin, evil, sickness, and decay. However, there seems to be a half-truth in that signs' statement in another sense that deals with suffering and the burdens of this life's realities that do bring pain and suffereing in varying degrees. Note Christ's invitation to us in Matthew 11: 23-30: "Come to Me all you who labor and are heavy laden, and I will give you rest. Take My yoke upon you and learn from Me, for I am gentle and lowly in heart and you will find rest for your souls. For My yoke is easy and My burden is light." A second point to ponder is that Christ's invitation in the latter verses never excludes the reality of suffering, pain,and the heavy burdens of this life. More importantly, Christ extends his hand out to us in the middle of our suffering. Third, there are several caveats to Christ's invitation: come as you are, come means one must respond, it is a choice. He does not coerce us. Here is what Pastor Orozco mentions as "God wants to hold your through your pain." He invites us to His partnership on His terms: "take My yoke upon you" and "learn from Me." Fourth, foremost in Christ's mind are the condition of His heart: "gentle and humble" that He teaches us as we learn to respond to lifes's sufferings. Herein is the "gift God wants to give you in your pain" that Pastor Ellis Orozco mentions: Those qualities are gifts of the Holy Spirit that are molded in our heart replacing rudeness, arrogance, pride, selfishness, etc. that block the work of the Holy Spirit in forming the character of Christ in us so that we can be blessed with "rest" or "peace" in Christ. Fifth, our Lord Jesus Christ does not discount the reality of suffering, pain, and toil. He faced all that in His earthly life and most poignantly at Calvary's Cross. When He concludes with the metaphor that "His yoke is easy and His burden light," He does not make the slightest suggestion that we will cease to face suffering, persecution, pain, and loss, but He does mean that His presence with us will help ease and lighten what we experience. It means that His rest brings love, healing, and peace with God, not the end of all toil, suffering, pain, and hardship. He keeps the promise to be there with us holding our hand. Finally, returning to Paul in his epistle to the Philippians, he makes a clear statement about how he has learned to balance his sufferings, pains, lack, hunger, etc. by focusing his heart and mind on Christ and declaring "I have learned in whatever state I am, to be content. I know how to be abased, and I know how to abound. Everywhere and in all things I have learned both to be full and to be hungry, both to abound and to suffer need. I can do all things through Chirst who strengthens me." That is the wonderful gift that Pastor Orozco mentioned: the very intense and intimate presence of Christ to hold us, to fill us with the joy of His presence and His love that is deeper than our deepest pain and suffering as well as surround us with the presence of other Christ followers to comfort us and strengthen our faith in Christ. see more − + Voola Sukeerthy Edward Flores • 2 months ago Very Very True see more Show more replies Show more replies − + William Scott • 9 months ago Thank you for your words of encouragement. What is the reason God doesn’t heal those afflicted with chronic diseases on earth is because earth is under the realm of the Devil. God can’t heal us here because He can’t. Earth is controlled by the Devil and God’s power is no longer good here until He returns to earth again. While God loves us and hurts for us, His arms are open to embrace when we pass into the Kingdom of God, but while we suffer here He can’t help us. He warns us to expect trials and tribulations and not to be surprised by the fiery ordeals, but instead to expect them. So God warns us in advance to expect problems and not be surprised. Maybe we are on our own here? God waits for us on the other side because He can’t help us here! We are up to our own devices because we sinned so many years ago. The Earth has fallen to the Devil and we are in his domain until we leave here. see more Show more replies Load more comments
msmarco_doc_00_28232577
http://5feigeendoffeudalism.weebly.com/hundred-years-war.html
Hundred Year's War - End of Feudalism
End of Feudalism End of Feudalism What Caused the Hundred Year's War?
Hundred Year's War - End of Feudalism End of Feudalism What Caused the Hundred Year's War? In 1328, the King of France died. He had no sons. Two people went to claim the throne: a French man and the King of England. The French man ended up becoming the new King of France. The English became angry and decide to invade France. Their was a very long conflict between France and England. This became known as the Hundred Year's War. With the help of Joan of Arc, she rallied up all the French troops, the French drove England out in 1453. After the Hundred Year's War The Hundred Year's War changed the government in both England and France. In England, the Prliaments power grew because the of kings needing money for the war. The king lost power. In France, the kings power grew. During the war, the king became very popular with the nobles and the nobles began to support him more How it Helped Lead to the End of Feudalism After the Hundred Year's War, the Parliament became very powerful and the kings power was beginning to get smaller and smaller. People were supporting the Parliament more because they wanted everyone to be equal and have their own rights.
msmarco_doc_00_28248833
http://5found.com/5-online-newspaper-generators-to-create-fake-newspaper/
5 Online Newspaper Generators to Create Fake Newspaper - 5FOUND !
5 Online Newspaper Generators to Create Fake Newspaper 5 Online Newspaper Generators to Create Fake Newspaper 1 The Newspaper Clipping Generator 2 Addletters 3 Yourgoodnews 4 Newspaper Headline 5 FakeAWish
5 Online Newspaper Generators to Create Fake Newspaper - 5FOUND ! 5 Online Newspaper Generators to Create Fake Newspaper Do you want to make pranks or surprises on your friends or coworkers? The following online newspaper generators lets you create your own fake news headlines, clippings etc by adding names, newspapers names, headlines, dates. If your friend are new to things like that or not tech-savvy, he or she may probably fall for it. 1 The Newspaper Clipping Generator The Newspaper Clipping Generator from fodey.com simply allows you to generate a newspaper clip. Simply enter the name of newspaper, the publish date, the headline and then the story. You are done! You can download you image to share with your friends. 2 Addletters Addletters allows you to make fake newspaper by adding a section title a headline for the article. Simply do it by entering section title and the headline and hit “Generate”. You can then download you image to your computer by hitting the button at the top of the image. 3 Yourgoodnews This tool from yourgoodnews.co.uk allows you to create a newspaper headline by adding headlines up to 35 characters and story content up to 675 characters. You can then save and print the image. 4 Newspaper Headline Newspaper Headline from imagechef.com simply generate a headline of newspaper according to your input text. You can choose from 5 color styles for the newspaper. You can also add special symbols to the titles. 5 FakeAWish FakeAWish is, to be exact, a news prank generator for celebrities. Simply type in the first and last name of any celebrity. Then it will generate a list of fake news about that poor guy, because most news are not good news. Then clicking one of news articles, you will be taken to a fake news page about that missing or murdered guy.
msmarco_doc_00_28250264
http://5gblogs.com/eps-fallback-voice-in-5g/
EPS Fallback Voice in 5G - 5G Resource Center Blogs
EPS Fallback Voice in 5G EPS Fallback Voice in 5G Sushobhit Goyal 1.1 Introduction 1.2 Technical Aspect 1.3 3GPP CallFlow from 3GPP 23.502 1.4 General CallFlow in Details 1.4.1 End to End Call Flow (Redirection and N26 Supported) 1.4.2 Layer 3 Call Flow ( NR – LTE) for EPSFallBack (N26 Supported) 1.5 References
EPS Fallback Voice in 5G - 5G Resource Center Blogs Posted on April 27, 2020 July 4, 2020 by Sushobhit Goyal EPS Fallback Voice in 5G About Latest Posts Sushobhit Goyal Technical Lead at Rohde and Schwarz 5G Professional Enthusiast Latest posts by Sushobhit Goyal ( see all) RATFallBack for Voice in 5G SA - September 3, 2020 5GS-WiFi (ePDG) Calling/Offloading Aspects - July 11, 2020 Emergency Services (E911) FallBack procedures in 5G - May 16, 2020 1.1 Introduction Voice over NR with EPS Fallback includes an additional mobility trigger by which the UE falls back from NG-RAN to LTE during call establishment. This may be needed, e.g., in case not all feature for voice over NR are implemented in the UE or in case of temporary lack of radio resources in NR. EPS fallback is an additional mobility trigger for improving voice KPIs. EPS Fallback enables phones to use the 5GC with NR, but RAN may trigger moving the phone LTE connected to EPC during call establishment. The reason for moving the UE to LTE can be : temporary lack of radio resources in NR for voice the UE is in area where NR in 5GS is not dimensioned and tuned for voice Prior to all needed voice features are in place in the phone. A smartphone (UE), connected to NR that tries to establish a voice connection, may perform an EPS fallback at call setup, triggered by the attempt to establish the Quality-of-Service (QoS) flow for voice media in NR. At the attempt to establish the QoS flow for the voice media over NR during call set-up, the NG-RAN rejects the QoS flow setup towards the SMF with an indication that mobility is in progress. The NG-RAN initiates transfer of all PDU sessions from 5GS to EPS, using one of the two standardized procedures: Release with redirect Inter-system handover 1.2 Technical Aspect When a UE moves from EPC to 5GC, the UE always performs Registration procedure. When a UE moves from 5GC to EPC, the UE performs either Tracking Area Update or Initial Attach. The UE performs Tracking Area Update procedure if : – Both the UE and the EPC support “attach without PDN connectivity”, or – The UE has at least one PDU Session for which Session Continuity is supported during interworking, i.e. the UE has EPS Bearer ID and mapped EPS QoS parameters received as described in clause 4.11.1.1 of 23.502. The UE performs an initial attach procedure if : – The UE is registered without PDU Session in 5GC or the UE is registered only with PDU Session for which Session Continuity is not supported during interworking to EPC, and – Either the UE or the EPC does not support attach without PDN connectivity 1.3 3GPP CallFlow from 3GPP 23.502 Please refer Section 4.13.6.1 of 3GPP 23.502 1.4 General CallFlow in Details 1.4.1 End to End Call Flow (Redirection and N26 Supported) End to End EPS Fallback with N26 and Redirection Supported During “ Registration Request ” from UE, it will indicate UE Usage Settings as “Voice Centric” and “S1 Mode “ is TRUE. AMF request NGRAN to enquire about IMS Voice Support on NR from UE. NGRAN send UE Capability Enquiry –NR to UE. UE send UECapabiltyInformtion-NR Capability with VoiceOverNR flag set as FALSE. That means , UE does not support Voice over NR and eventually Fallback Voice call session on EPS.NGRAN inform AMF about IMSVoiceSupportIndicator to FALSE in UERadioCapabiltyCheckResponse message. AMF inform NGRAN that RedirectionEPSFallbackIndicator as TRUE in IntialContextSetupReq message. In RegistrationAccept message from NW, IWKN26 bit is set to FALSE (we are assuming that UE support N26 Interface and support Single Registration Mode) and IMS VoPs 3gpp Flag set as TRUE in 5GS Network Feature Support IE. PDU Session for INTERNET DNN is established. PDU Session for IMS DNN is established (Please check other post for IMS PDU Session Establishment). IMS Registration Completed with P-CSCF and UE IP assigned in IMS PDU Session. In REGISTER , SUBSCRIBE message P-Access-Network-Info should be use wit value of NR cell like “3GPP-NR-FDD” and MCC+MNC+TAC+NCI like : P-ANI Header (Reference 24.229) For MO Voice call, UE initiate INVITE with P-ANI as “3GPP-NR-FDD” and SDP content with EVS audio Codec. NW sends 183SessionInProgress message and FallBack Procedure triggered during reservation of dedicated resources for Voice Session. During Dedicated QoS Flow Establishment, NGRAN and 5GC take decision to FallBack Voice Call on EPS as Voice over NR cannot be established due to VoiceOverNR Flag is FALSE. NGRAN initiate RRCRelease or HandoverRequest with ReDirectionInfo with EUTRAN Cell info to Fallback on LTE / EPS. As NW indicate N26 interface supported than UE will send TAU Request message with ”request type “ as “handover” with IMS PDN and Internet PDN as Active in EBI information. NW mapped these PDN information with INTERNET / IMS PDU session (MME communicate with AMF over N26 interface to fetch UE Context information). Please check next section for other important IEs of TAU. UE will send IMS Re-Register with PANI as “3GPP-EUTRA-FDD” for RAT change. Other SIP messages transferred between UE and IMS Server and Dedicated Bearer for Voice with QCI =1 established on LTE. 1.4.2 Layer 3 Call Flow ( NR – LTE) for EPSFallBack (N26 Supported) LAyer 3 and TAU procedure details Please refer previous section Except TAU procedure. After receiving RRCRelease (Redirection Case RRC_IDLE) UE will camp on LTE Cell as per ARFCN provided. In TAU Request message (5G Integrity Protected): UE will provide Request Type as “Handover”, UE Status as “5GMM REGISTERED”, Old GUTI (mapped with 5G-GUTI), EPS Bearer status set for INTERNET and IMS PDN as “Active”, PCO – 0001AH as PDU Session ID (mapped for IMS and INTERNET PDN) For TAU Accept, MME interact with AMF on N26 interface and fetch UE context and mapped PDU session (IMS and INTERNET) and assign Bearer ID for IMS and INTERENT PDN. Same UE IP and P-CSCF is used as assigned by 5GC. Once both Default PDN established, Dedicated bearer request procedure for Voice Call QCI = 1 started and Voice call established. 1.5 References 24.229 23.502 24.501 24.301 23.501 GSMA NG.114 38.331 38.413
msmarco_doc_00_28252528
http://5geothemes.weebly.com/human-environmental-interaction.html
Human-Environmental Interaction - 5 Themes of Geography
Human-Environment Interaction: Shaping the Landscape Human-Environment Interaction: Shaping the Landscape 1-Humans Depend on the Environment: 2-Humans Modify the Environment: 3-Humans Adapt to the Environment: QUIZ:
Human-Environmental Interaction - 5 Themes of Geography Human-Environment Interaction: Shaping the Landscape The physical and human characteristics of a place provide an understanding of the relationship between people and their environments. Humans affect their environment and the environment affects humans; it works both ways. There are three ways in which humans and environment interact with each other. 1-Humans Depend on the Environment: The natural environment is made up of living things and non living things. Humans depend on the natural environment for their basic needs; food, shelter, and clothing. Some examples are shown below: 2-Humans Modify the Environment: People modify (change) the natural environment to meet their needs. For example, they build dams, plow and irrigate fields, and dig mines. They build houses, schools, and shopping centers on land. This also includes human's impact on the earth's health. Creating pollution, litter and carbon dioxide all affect the earth's condition. Some examples are shown below: 3-Humans Adapt to the Environment: Humans have settled in virtually every corner of the world by successfully adapting to various natural settings. For example, people who live in the northern United States use heating units to keep their homes warm in winter. People in the southern part of the United States use air conditioning most of the year to stay cool in the heat. In addition, in countries where earthquakes are common homes and buildings are built to survive an earthquake. Some examples are shown below: QUIZ: What examples of human/environment interaction do you see in your state? Provide 1 example for each category (total of 3). Do you see evidence of decreasing resources in your state? Do you see changes in the landscape in animal habitats? Are there changes in the air, water, and soil?
msmarco_doc_00_28259360
http://5guys.ca/
Hampson Custom Software
What do we Stand For? How are we Different?
Hampson Custom Software What do we Stand For? Frustrated with the current crop of custom solution providers who make a habit of over-promising and under-delivering? We were, which is why Hampson Custom Software has positioned itself at the other end of the spectrum. We provide simple, well planned solutions which arrive on time and on budget. Due to our experience spanning many industries, from manufacturing to healthcare; from logistics to finance - we have discovered the most important part of our business is learning your business. Our solutions make your employees more efficient, saving them time, and saving you money. We undserstand that pre-packaged turn-key solutions can never fit your needs the way a directed custom solution can. By eliminating high-pressure sales people and focusing on our developers, we reduce the overhead in creating custom software, specifically tailoring it to fit the client's needs and budget. How are we Different? We know that our development team is our most important asset and the core of our business. Instead of hiding them in cubicles, we send our developers out to your location to meet with you and your employees. This has many benefits, including eliminating costly miscommunication regarding the project requirements and scope. Also, the development team has more opportunity to become familiar with your business, your processes, and your needs. Unlike some custom solution providers we are capable and willing to create small applications as well as enterprise-wide solutions. We see beauty in an elegant utility application that shaves minutes off your data entry time as much as we recognize the benefits of data mining processes to support the decision making of your operations team. There is no need for every software solution to be a monolithic project requiring years in design and development, necessitating decades to see a return on your investment. All content copyright ©2018 - Hampson Custom Software
msmarco_doc_00_28261665
http://5hanayome.wikia.com/wiki/Nakano_Quintuplets
Nakano Quintuplets | 5Toubun no Hanayome Wiki | Fandom
Nakano Quintuplets Nakano Quintuplets Nakano Quintuplets Biographical Information Japanese Rōmaji Nickname Characteristics Birthday Age Gender Height Hair Color Eye Color Blood Type Personal Status Family Occupation Affiliation Favorites First Appearance Manga Anime Portrayal Japanese Voice English Voice Overview History Residence Quintuplets Unique Creations Members Preferences Appearance Differentiation Personality Ability Nakano Quintuplets School Exam Report Card Relationships Records Ichika and 1 Gallery Quotes Trivia References 5-toubun no Hanayome by Negi Haruba Languages:
Nakano Quintuplets | 5Toubun no Hanayome Wiki | Fandom Nakano Quintuplets Overview Gallery Relationships Quintuplets Game Overview Gallery Relationships Quintuplets Game This article contains spoilers from the manga that has not been shown in the anime. Please continue reading at your own risks. Nakano Quintuplets Biographical Information Japanese 中 なか 野 の 家 け の 五 いつ つ 子 ご Rōmaji Nakano-ke no Itsutsugo Nickname Quint-chan Characteristics Birthday May 5, 2000 Age 17 18 (from Ch. 79) Gender Female Height 795 cm (total) (26'5") Hair Color Reddish Pink Eye Color Blue Blood Type A Personal Status Family Maruo Nakano (stepfather) Rena Nakano (mother) † Unnamed grandfather Occupation Students Affiliation Kurobara Girls High School (formerly) Asahiyama High School Class 3-1 (from Ch. 69) Favorites See Character Introduction Page First Appearance Manga Chapter 1 Anime Episode 1 Portrayal Japanese Voice Kana Hanazawa (Ichika) Ayana Taketatsu (Nino) Miku Ito (Miku) Ayane Sakura (All, vomic) (Yotsuba, anime) Inori Minase (Itsuki) English Voice Lindsey Seidel (Ichika) Jill Harris (Nino) [ [1]] Felecia Angelle (Miku) Bryn Apprill (Yotsuba) Tia Ballard (Itsuki) The Nakano Quintuplets ( 中 なか 野 の 家 け の 五 いつ つ 子 ご, Nakano-ke no Itsutsugo?) are the main female protagonists and the titular characters of the 5-toubun no Hanayome series. They are the five identical sisters that are from the Nakano Family . Overview History Rena Nakano (the Quintuplets' mother) passed away 5 years prior to the beginning of the main story and Maruo Nakano (the Quintuplets' stepfather) lives in a different residence. They were students of Kurobara High School before transferring to Fuutarou Uesugi 's school. Residence The Nakano Quintuplets live on the 30th floor of a luxurious apartment but later move to a small apartment on the second floor of their own will. The 5 sisters live together with no one else in both apartments. Volume 8 Bonus chapter implies that Fuutarou owns a key to the sisters' new apartment and at least to one bedroom. Quintuplets Unique Creations The Nakano Quintuplets have their own unique hand gesture, create their own "Quintuplets Finger Game" and "Quintuplets Puzzle Game", often do "Quintuplets Jokes", and tease Fuutarou with a "Quintuplets Guessing Game". See Quintuplets Game tab for more detailed info. Members Each of the girls' name references a number, indicating the order of their birth. Negi Haruba also associates them with a specific color (as shown in their accessories, outfits, and volume covers). Sister Order Color Colored accessories Personal way to address Fuutarou Uesugi Ichika Nakano 1st (Ichi (一? )) Yellow Jacket Fuutarou-kun Nino Nakano 2nd (Ni (二? )) Purple Ribbon This Guy / That Guy / You / Uesugi / Fuutarou / Fuu-kun Miku Nakano 3rd (Mi (三? ), alternate reading) Blue Jacket Fuutarou / Fuu-kun Yotsuba Nakano 4th (Yotsu (四? ), alternate reading) Green Ribbon Uesugi-san, Fuutarou-kun Itsuki Nakano 5th (Itsu (五? ), alternate reading) Red Jacket Uesugi-kun Preferences As shown in Character Introduction Page, the quintuplets have different preferences, as listed below. Sister Favorite food Disliked food Drink Snack Morning Routine TV Shows Favorite Animal Ichika Shiokara Shiitakes Frappuccino Shaved ice Jogging Dramas Hippopotamus Nino Pancakes Pickled things Room temperature water Candy apple Make-up yoga Variety shows Rabbit Miku Matcha Chocolate Green tea Doll cakes Checking her fortune Documentaries Hedgehog Yotsuba Mandarins Green peppers Carbonated juice Choco banana Watering plants around the house Anime Camel Itsuki Meat Umeboshi Curry Yakisoba Sit-ups Yoga Talk shows Kangaroo Appearance The Nakano Quintuplets have an average height, pinkish red/light red hair color, large and dark-blue eyes,. Their three sizes are B88-W50-H159. Maruo Nakano confirms that the Nakano Quintuplets are "identical quintuplets" and Miku Nakano states that their physical measurements are the same and Ichika Nakano also confirms that she and Yotsuba Nakano have the same figure. Platinum Collection Build Your Own Bundle. Choose up to 7 games Buy Now from Fanatical Fandom may earn an affiliate commission on sales made from links on this page. In the past, the Nakano Quintuplets had very similar looks. All five of them have matching long straight hair and dress lightly with matching outfits. Several years into the future, the young adult Nakano Quintuplets are shown to be taller and have different hairstyles. The Nakano Quintuplets are noted to have beautiful looks, in which Shimoda makes a comments that Itsuki Nakano must be a popular girl where Itsuki herself labels the Nakano Quintuplets as vivacious girls and Ichika also boasts that the sisters are gorgeous that their classmates praise them as a cutie/beauty and even a random stall owner is impressed by their looks. These features may be derived from Rena Nakano who was acknowledged as an incredibly beautiful woman. Differentiation While they are physically the same, each sister have different hairstyles/hair length and accessories. Due to artistic purpose and better differentiation, the sisters have various shades of red hair color in the manga and anime adaptation ( In-universe, their hair color is the same ). Ichika has short hair, light-pink hair color and an earring in her right ear. Nino has very long hair (later becomes short), scarlet hair color and two butterfly-shaped ribbons on both sides of her hair. Miku has medium-length hair, brownish hair color and wireless headphones. Yotsuba has short hair, light orange hair color and a green ribbon. Itsuki has mid-back length hair, reddish orange hair color with an ahoge and two star-shaped hair clips. Itsuki, Nino and Ichika wear a handbag, Yotsuba wears a sports bag and Miku wears a ranzel. The sisters usually spends more than twenty thousand yen for their clothes. Yotsuba is shown to wear an animal-themed pajamas while Ichika is shown wearing night gown. All of the Nakano Quintuplets have the same phone model. Personality The Nakano Quintuplets follow the " Gotoubun Principles ", a philosophy taught by Rena Nakano (the Quintuplets's mother). They consider themselves to be five parts of one whole and have to share any kind of emotion together, such as anger, joy and love. Their belief of this philosophy is shown several times throughout the series, such as going to the fireworks festival together, wait for the others before celebrating something, and even chose to switch schools to stay together. The sisters are even willing to give up their luxurious lifestyle and high-class apartment for Fuutarou Uesugi, believing that they will be fine with anything " as long as the five of them are together". In the past, the Nakano Quintuplets have very similar behavior. However, due to their mother's death, they started to change. Nino Nakano commented that the changes made the sisters grew apart from one another. Ichika Nakano develops a big sister complex Nino Nakano still keeps her hair like her younger self Miku Nakano has low self esteem Yotsuba Nakano has sacrificial tendencies Itsuki Nakano has an obsession to be like her mother Each Nakano Quintuplets has their own characteristics in dealing with the exams and sheets of paper: Ichika's sheet is crinkled due to her messiness and writes in cursive. Nino would neatly place her sheet in a file. Miku's Japanese spelling is good. Yotsuba's Kanji is bad. Itsuki would use an eraser to get rid of mistakes. Each of the sisters have different traits and personality, some are similar and some are contradictory. Ichika is mature, helpful and playful. Nino is aggressive, rude and protective. Miku is silent, very outspoken and reserved. Yotsuba is cheerful, confident and outgoing. Itsuki is serious, wise and earnest. The Nakano Quintuplets' similarities occur in many aspects, for example, they all dislike studying and often make a mess during their sleep. Nino and Itsuki are afraid of needles. They can also be referred to as tsunderes. Both Nino and Itsuki do yoga in the morning. Another similar trait would be Nino and Yotsuba both having an outgoing personality and therefore making a lot of friends. All five of them occasionally express their frustrations by pouting, or puffing their cheeks. The Nakano Quintuplets' differences in personality are reflected clearly in Nino and Miku. They often fight with each other, and are seen as rivals throughout the story. Nino is boisterous and abrasive, while Miku is quiet and soft-spoken. Their speech patterns also have differences; where Nino and Itsuki speak in a more posh and formal manner respectively. Another extreme example can be taken from Miku and Yotsuba. Miku is a rather reserved and introverted, while Yotsuba has extroverted personality. Miku is the smartest out of the quintuplets, while the latter is the least intelligent. However, the former is also the least athletic while the latter's athleticism is the highest. Ichika is a lazy doing household chores, while Nino is hardworking when it comes to minding the house and cooking for her sisters. When it comes to love confessions, Ichika uses an indirect means to confess while Nino prefers going at it directly and clearly. Miku indirectly note that these various traits and personalities are what makes the quintuplets complete. Ability Ichika Nakano labels the Nakano Quintuplets as "idiots." Their academic abilities are very low, and they almost fail their First Year of high school. They also generally have low capability of learning. Each one of the sisters has different subjects they excel, but even the grades of those subjects are still mediocre. Despite being slow learners and having various personal setbacks, they managed to pass the Second Year Final Exams, an improvement from last year's. Miku Nakano states that whatever feat she can achieve, the other four must be able to do it, too, since they're Quintuplets. Because of this, Fuutarou Uesugi believes that the Nakano Quintuplets have the potential to get higher academic scores. Miku's statement implies that the sisters have the same potential, and despite their current abilities, they can be as good as the others (for example Miku can be as good as Nino Nakano in cooking or become as athletic as Yotsuba Nakano) if they're willing to train. This is later proven when Miku is able to produce a good bread after weeks of training. Nino states that as quintuplets, they aren't capable of telepathy. However, they are shown to have a similar train of thought in several occasions. The sisters each has different specialties, such as acting, cooking, and playing sports. Their strengths, like their personalities, are sometimes in contrast or actually complement one another. For example, Yotsuba's athletic skills contradict Miku's physical capabilities, or Itsuki Nakano becomes good at reviewing food because Nino is a good cook. One thematic skill the sisters excel is their ability to impersonate one another. In Chapter 74, Ichika states that each sister has the other sisters' accessories for quick disguise. Sister Strongest Subject Known Specialties Misc. Ichika Math Acting Bad at cleaning. Nino English Culinary Miku Social Studies Better acting skills than Ichika. Bad cook. Yotsuba Japanese Athletic Good at cleaning. Itsuki Science A very popular food reviewer. Nakano Quintuplets School Exam Report Card Sister Japanese Math Science Social English Total Ichika 19 39 26 15 28 127 Nino 15 19 28 14 43 119 Miku 25 29 27 68 13 162 Yotsuba 31 09 18 22 16 96 Itsuki 27 22 56 20 23 148 Sister Japanese Math Science Social English Total Ichika 38 63 52 40 47 240 Nino 32 33 40 48 56 209 Miku 43 48 41 72 34 238 Yotsuba 51 33 32 36 32 184 Itsuki 47 35 70 32 40 224 Relationships > Related Article: Nakano Quintuplets Relationships Records Ichika and 1 Ichika is the first Nakano Quintuplets whose goal/dream are shown/stated, which is to become an actress in Chapter 11. Ichika is the first Nakano Quintuplets whose hand is held properly by Fuutarou Uesugi. Ichika is the first Nakano Quintuplets to "kabedon" Fuutarou. Ichika is the first Nakano Quintuplets to be hugged by Fuutarou. Ichika is the first Nakano Quintuplets to get Fuutarou's contact (his email address). Ichika is the first Nakano Quintuplets to get a proper headpat by Fuutarou (technically, Miku Nakano is the first to get a headpat). Ichika is the first Nakano Quintuplets to be seen crying in front of Fuutarou. Since the bell scene, Ichika is the first Nakano Quintuplets to trigger Fuutarou's awareness towards lips (befitting her name). Other Ichika is the second Nakano Quintuplets to be seen half-naked by Fuutarou. Ichika is the fifth Nakano Quintuplets to directly or indirectly confess to Fuutarou. Nino and 2 Nino is the second Nakano Quintuplets whose goal/dream is shown/stated, which is to open a restaurant. Nino (technically) fell in love twice with the same person (Kintarou persona and Fuutarou Uesugi persona). Nino is the second Nakano Quintuplets to see Fuutarou half-naked Nino is the second Nakano Quintuplets to give Fuutarou either a direct or indirect kiss (discounting Rena). Since the bell scene, Nino is the second Nakano Quintuplets to trigger Fuutarou's awareness towards lips (befitting her name). Nino is the second Nakano Quintuplets to be seen crying in front of Fuutarou. Nino is the only Nakano Quintuplets so far to confess to Fuutarou twice, albeit the first one wasn't heard by him. Other Nino is the first Nakano Quintuplets to be pushed down (although accidentally) by Fuutarou. Nino is the first Nakano Quintuplets to be seen half-naked by Fuutarou. Nino is the first Nakano Quintuplets to get her picture taken alongside Fuutarou alone. Nino is the first Nakano Quintuplets whose ear is touched by Fuutarou. Nino is the first Nakano Quintuplets to slap Fuutarou. Nino is the first character to purposely show a middle finger in the series. Nino is the first Nakano Quintuplets to change the way she addresses Fuutarou (and also having the highest amount of nickname variations): you, that guy, Fuutarou, and in this chapter, Fuu-kun. Nino is the first Nakano Quintuplets to ride a bike with Fuutarou. Nino is the first Nakano Quintuplets to confess directly and seriously to Fuutarou. Miku is the first Nakano Quintuplets to be "recognized" by Fuutarou Uesugi. Miku is the first Nakano Quintuplets to sleep in the same bed as Fuutarou. Miku is the second Nakano Quintuplets to directly or indirectly confess to Fuutarou (but Fuutarou thought it was a part of playing house). Miku is the second Nakano Quintuplets to hug Fuutarou. Yotsuba is the first Nakano Quintuplets to see Fuutarou Uesugi half-naked. Yotsuba is the first Nakano Quintuplets to directly or indirectly confess to Fuutarou (but she played it off as a joke). Yotsuba is the third Nakano Quintuplets to be seen crying in front of Fuutarou. Itsuki is the first Nakano Quintuplets to be introduced. Itsuki is the first Nakano Quintuplets to get a "Kabedon" from Fuutarou Uesugi. Itsuki is the first Nakano Quintuplets to mention the "First Come, First Served" rule. Itsuki is the first Nakano Quintuplets to be seen crying. She was implied to cry at the Fireworks Festival Arc. Itsuki is the first Nakano Quintuplets Fuutarou leans on. Itsuki is the first Nakano Quintuplets to hold Fuutarou's hand at the start of the School Trip's bonfire. Itsuki is the first Nakano Quintuplets who give Fuutarou his birthday gift. Itsuki is the second Nakano Quintuplets to get her picture taken alongside Fuutarou. However, she is the first Nakano Quintuplets to take a picture with Fuutarou properly. Itsuki is the third Nakano Quintuplets to directly or indirectly confess to Fuutarou (but she didn't know the meaning). Itsuki is the third Nakano Quintuplets whose goal/dream is shown/stated, which is to become a teacher. Gallery Add a photo to this gallery Quotes "If one of you makes a mistake, then overcome it together. If one of you is happy, share it with the others. Joy, sorrow, anger, love... are shared among the five of us... in five equal parts!" - Rena Nakano. "If I can do something, of course the other four can too" - Miku Nakano. "Fireworks are one of the memories we have with our mom." - Miku Nakano. "We will all pass, and make Dad acknowledge Fuutaro " - Nakano Quintuplets Trivia The surname Nakano means "middle" (中) ( naka) and "field, wilderness" (野) ( no ). The scene where a Nakano Quintuplet accidentally injures her arm by slapping it into a hard surface is a pattern shown several times in the series. References ^ Manga Extra Bonus Comic ^ Negi Haruba's tweet and Quintuplets' birthday hashtag ^ Manga Chapter 64 (p. 1). ^ [@5Hanayome] (Feb 8, 2018). “「教えて!五月せんせー!」 その1『標準体重』” (Tweet in Japanese) – via Twitter. ^ Manga Chapter 64 (p. 1). ^ Manga Chapter 57. ^ Manga Chapter 1 (p. 17). ^ Manga Chapter 1 (p. 41). ^ Manga Chapter 17 (p. 12). ^ Manga Chapter 50 (p. 7). ^ Manga Chapter 2 (p. 7). ^ Manga Chapter 12 (p. 9). ^ Manga Chapter 24 (p. 1). ^ Manga Chapter 51 (p. 17). ^ Manga Chapter 47 (p. 10). ^ Manga Chapter 63 (p. 20). ^ Manga Chapter 30 (p. 1). ^ Anime Opening Lyrics ( Gotoubun no Kimochi) ^ Manga Chapter 5 (p. 20). ^ Manga Chapter 62 (p. 4). ^ Manga Chapter 71 (p. 17). ^ Manga Chapter 88 (p. 13). ^ Manga Chapter 2 (p. 15). ^ Manga Chapter 62 (p. 4). ^ Manga Chapter 2 (p. 14). ^ Manga Chapter 1 (p. 25). ^ Manga Chapter 88 (p. 5). ^ Manga Chapter 29 (p. 8). ^ Manga Volume 6 Extra Bonus Comics. ^ Manga Chapter 2 (p. 3). ^ Manga Chapter 24 (p. 4). ^ Manga Chapter 2 (p. 14). ^ Manga Chapter 41 (p. 3). ^ Manga Chapter 14 (p. 18-19). ^ Manga Chapter 75. ^ Manga Chapter 57 (p. 12). ^ Manga Chapter 6 (p. 2). ^ Manga Chapter 1 (p. 25). ^ Manga Chapter 1 (p. 21). ^ Manga Chapter 25 (p. 2). ^ Manga Chapter 8 (p. 11). ^ Manga Chapter 57 (p. 11). ^ Manga Chapter 24 (p. 24). ^ Manga Chapter 1 (p. 45). ^ Manga Chapter 1 (p. 46). ^ Manga Chapter 23 (p. 2). ^ Manga Chapter 14 (p. 5). ^ Manga Volume 8 Extra Bonus Comics. ^ Manga Chapter 12 (p. 9). ^ Manga Chapter 12 (p. 10). ^ Manga Chapter 7 (p. 21). ^ Manga Chapter 59 (p. 7). ^ Manga Chapter 56 (p. 12). ^ Manga Chapter 50 (p. 9). ^ Manga Chapter 41 (p. 3). ^ Manga Chapter 66 (p. 9). ^ Manga Chapter 43 (p. 17). ^ Manga Chapter 66 (p. 9). ^ Manga Chapter 43 (p. 18). ^ Manga Chapter 4 (p. 16). ^ Manga Chapter 78 (p. 12). ^ Manga Chapter 57 (p. 6). ^ Manga Chapter 35 (p. 10). ^ Manga Chapter 27 (p. 12). ^ Manga Chapter 2 (p. 13). ^ Manga Chapter 1 (p. 35). ^ Manga Chapter 8 (p. 8). ^ Manga Chapter 1 (p. 22). ^ Manga Quints Memo on the Character Introduction Page. ^ Manga Chapter 24 (p. 16). ^ Manga Volume 8 Extra Bonus Chapter]]. ^ Manga Chapter 33 (p. 16). ^ Manga Chapter 34 (p. 20). ^ Manga Volume 8 Character Introduction Page ^ Manga Chapter 2 (p. 9). ^ Manga Chapter 5 (p. 9). ^ Manga Chapter 6 (p. 5). ^ Manga Chapter 69 (p. 10). ^ Manga Chapter 2 (p. 2). ^ Manga Chapter 56 (p. 11). ^ Manga Chapter 4 (p. 11). ^ Manga Volume 6 Extra Bonus Comic. ^ Manga Chapter 2 (p. 10). ^ Manga Volume 3 Extra Bonus Comic ^ Manga Chapter 74 (p. 18-19). ^ Manga Chapter 60 (p. 16-17). ^ Manga Chapter 3 (p. 11). ^ Manga Chapter 2 (p. 42). ^ Manga Chapter 29 (p. 6). ^ Manga Chapter 20 (p. 7). ^ Manga Chapter 76 (p. 16). ^ Manga Chapter 4 (p. 16). ^ Manga Chapter 4 (p. 17). ^ Manga Chapter 4 (p. 22). ^ Manga Chapter 4 (p. 23). ^ Manga Chapter 77 (p. 17). ^ Manga Chapter 70 (p. 3). ^ Manga Chapter 31 (p. 16-17). ^ Manga Chapter 51 (p. 12). ^ Manga Chapter 12 (p. 2). ^ Manga Chapter 21 (p. 8). ^ Manga Chapter 27 (p. 11). ^ Manga Chapter 21 (p. 1). ^ Manga Chapter 13 (p. 17). ^ Manga Chapter 71 (p. 7). ^ Manga Chapter 11 (p. 14). ^ Manga Chapter 1 (p. 24). ^ Manga Chapter 9 (p. 20). ^ Manga Chapter 10 (p. 6). ^ Manga Chapter 13 (p. 4). ^ Manga Chapter 17 (p. 16). ^ Manga Chapter 27 (p. 16). ^ Manga Chapter 69 (p. 17). ^ Manga Chapter 35 (p. 4). ^ Manga Chapter 74 (pp. 17-18). ^ Manga Chapter 52 (p. 14). ^ Manga Chapter 26 (pp. 16-17). ^ Manga Chapter 59 (pp. 18-19). ^ Manga Chapter 1 (p. 28). ^ Manga Chapter 71 (p. 20). ^ Manga Chapter 71 (p. 20). ^ Manga Chapter 43 (p. 8). ^ Manga Chapter 59 (pp. 18-19). ^ Manga Chapter 60 (pp. 16-17). ^ Manga Chapter 5 (p. 22). ^ Manga Chapter 5 (p. 16). ^ Manga Chapter 5 (p. 25). ^ Manga Chapter 14 (p. 9). ^ Manga Chapter 15 (p. 9). ^ Manga Chapter 24 (p. 2). ^ Manga Chapter 59 (p. 15). ^ Manga Chapter 60 (pp. 16-17). ^ Manga Chapter 68 (pp. 14-15). ^ Manga Chapter 17 (p. 20). ^ Manga Chapter 38 (pp. 14-15). ^ Manga Chapter 68 (pp. 16-17). ^ Manga Chapter 1 (p. 27). ^ Manga Chapter 21. ^ Manga Chapter 56 (p. 20). ^ Manga Chapter 1 (p. 4). ^ Manga Chapter 1 (p. 41). ^ Manga Chapter 1 (p. 7). ^ Manga Chapter 17 (p. 15). ^ Manga Chapter 30 (p. 20). ^ Manga Chapter 31 (p. 20). ^ Manga Chapter 75 (p. 15). ^ Manga Chapter 7 (p. 19). ^ Manga Chapter 41. ^ Manga Chapter 60 (p. 6). ^ Manga Chapter 12 (p. 10). ^ Manga Chapter 4 (p. 16). ^ Manga Chapter 8 (p. 12). ^ Manga Chapter 52 (p. 6). 5-toubun no Hanayome by Negi Haruba Media Manga • Anime • Merchandise • Events Story Story Arcs • Timeline • Characters • Objects • Locations • Chapters and Volumes • Episodes Main Characters Fuutarou Uesugi & Nakano Quintuplets ( Ichika • Nino • Miku • Yotsuba • Itsuki) [hide] V • T • E Characters Main Characters Fuutarou Uesugi • Ichika Nakano • Nino Nakano • Miku Nakano • Yotsuba Nakano • Itsuki Nakano Uesugi Family Isanari Uesugi • Raiha Uesugi • Ms. Uesugi Nakano Family Maruo Nakano • Rena Nakano • Nakano Quintuplets' Grandfather Key Characters Rena • Young Nakano • The Bride Asahiyama High School Eba • History Teacher • Hongo • Maeda • Matsui • Otori • Mr. Takeda • PE Teacher • Tsubaki • Yamada • Yamauchi • Yumi • Yuusuke Takeda Other Characters Ebata • Football Coach • Kiku • Komugiya's manager • Kurobara School Chairman • Oda • Sanada • Shimoda • Shou • Revival's manager • Takebayashi Retrieved from " https://5hanayome.fandom.com/wiki/Nakano_Quintuplets?oldid=17834 " Categories: Articles containing spoilers Characters Female Languages: Español Polski 中文(台灣)‎ Community content is available under CC-BY-SA unless otherwise noted.
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The Official Fifth Harmony Fan Fiction Tumblr The Official Fifth Harmony Fan Fiction Tumblr For best results, please use your mobile or desktop browser, not the tumblr app. If you have a specific question, please read our FAQ Page first. (When using the search bar, please use lower case letters and exclude any punctuation marks) [ ] Frequently Asked Questions Ask Guidelines Blog Announcements The Admin Team Today's Updates Search By Tags Continuing Fics Completed Fics One Shots On Hiatus Fic Summaries Fic Suggestions Writing Tips Beta Readers eBooks #5HFanFictionSeeThis She is Love: a Laurmani series- chapter 4 A/N: here it is, finally. I hope you enjoy and please let me know what you think. chapter 5 to come as soon as I got the chance. and yes, it happens, as I promised ;) “Lauren, we’re having a group meeting. Now” Ally said, waking Lauren up. Startled by the uncharacteristic firmness in Ally’s voice, she quickly got up and followed the older girl downstairs, where her three other bandmates were waiting, serious expressions on their faces. “Did something happen?” she asked, suddenly concerned. None of the girls said anything and Lauren’s heart started to race, fearing that something horrible had happened. She had been so selfish lately that she hadn’t been paying much attention to what was going on with the other girls. Lauren raised her voice and looked pointedly at each of them as she said “please tell me what’s going on. If something is wrong, I need to know”. “Everything is fine… well not really, I don’t know…” Camila started but trailed off. “We just wanted to talk to you about what’s going on with you Lauren” Ally continued for her. “You have been acting strange lately and we’re really worried about you”. Camila nodded and Dinah shrugged at her, while Normani simply stared straight ahead. Lauren’s eyes narrowed, her instinctive defensiveness starting to kick in. But before she could come back with a sassy response, she noticed the wounded expression in the other girls’ eyes and realized that her behavior was really hurting them. And that was the last thing she wanted, because despite all that happened, they were a group didn’t want tension between them. Besides the fact that she needed to stay on good terms with them in order to advance her career, they had become her best friends and she loved them. Lauren sighed and collapsed on the empty spot on the couch next to Dinah, who gave her an encouraging smile. “I’m sorry guys. I know that I have been acting different lately, it’s just…” she trailed off, looking at Normani who glanced away immediately. Lauren frowned before continuing “I’ve been feeling kinda weird and I guess I’m just stressed about this album. And I miss my family and friends too from back home” she said. While all of this was true, she knew exactly why she had been so distant and it was more to do with her trying to get rid of those stupid feelings that were worsening every day. Dinah nodded. “Yeah it’s hard being away but you’ll get to see them soon. Remember we go home for a break in 2 weeks” she commented, giving Lauren a reassuring squeeze. “Lauren, please don’t ignore us when you are stressed. We can hang out and talk and stuff… like we used to” Camila remarked, her eyes downcast. Lauren felt an overwhelming sense of guilt at this, seeing how disappointed she was. Camila was right; they used to spend so much time together and now they only spoke a few times a day. “I’m sorry Camz” she said genuinely, “we should do something this weekend together” and a real smile broke out on her friend’s face. “Yeah, you know I’m always here for y’all. I love y’all” Ally said, and Lauren couldn’t help but giggle at how southern she sounded. They had a group hug and continued chatting for a few minutes; Lauren was feeling better already as it seemed things were starting to go back to normal. But it wasn’t until Normani’s phone buzzed, startling her that she noticed Normani hadn’t said a word. “Normani, why don’t you answer Arin?” Dinah asked, playfully shoving her but Normani just blinked. Ally got up and sat on the floor in front of her. “What’s going on, Normani? You’ve been awfully quiet” She looked at Lauren briefly and then back at Ally. “Arin broke up with me” she said simply, her voice betraying no emotions. “When?” Camila questioned, walking over to her and taking her hand, but Normani shrugged her off. “A few days ago” she responded, picking up the phone. “But he still keeps sending me these messages and…” Normani looked at her phone screen, a small sob escaping from her throat as she ran out of the room. “I got this” Ally said, getting up immediately as she was always did to help Normani. But before she could leave the room, she felt a hand on her arm and looked up to see Lauren in front of her. “I’ll take care of this. You stay here” she said, blocking the older girl’s path. Ally looked at Lauren hesitantly, wanting to go and console her best friend. But it seemed Lauren has other plans. “Please” Lauren whispered, “let me go” her voice pleading, while her green eyes showed the fierce determination Ally knew meant she would not take no for an answer. She cautiously nodded and Lauren burst through the door, running down the hallway into Normani’s room. The door was open and Lauren’s heart dropped as soon as she walked in. She stood in the doorway silently, completely distraught by the sight in front of her- Normani curled up into a ball on her bed, her head in her hands, making sniffling noises. Normani was one of the strongest people Lauren knew, after herself of course, and she hated seeing her cry like this because she knew how upset she had to be to let her emotions get to her. All of the built up anger, fear, trying to avoid her, everything Lauren had been feeling before completely disappeared, replaced with only one thought: Normani needed her right now, as a friend. Read more … Apr 18 · 6 notes #series #lauren #normani #submission #laurmani #she is love dexpondent liked this sleepinguard liked this little-80s-babe reblogged this from 5hfanfiction kordei reblogged this from 5hfanfiction
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FAQ FabPro 1000 added to cart close Toggle menu Compare Search Build Your Own Energy Shot Packs 12-Pack, 2 Flavors 24-Pack, 2 Flavors 24-Pack, 4 Flavors Energy Drink Packs 12-Pack, 3 Flavors 24-Pack, 6 Flavors Energy Shots Extra Strength 5-hour ENERGY® Regular Strength 5-hour ENERGY® Daily Immune Support plus 5-hour ENERGY® Energy Drinks FAQ Contact Sign in Register search shopping_cart 0 Home FAQ FAQ 5-hour ENERGY® Drink FAQs Daily Immune Support FAQs Extra Strength 5-hour ENERGY Shot FAQs Regular Strength 5-hour ENERGY Shot FAQs Click on the product icon for product specific information. Ordering & Subscriptions Online Order Questions What payment methods are available? We accept Visa, Mastercard, American Express, Discover Card. Can I place an order over the phone? We do not accept phone orders at this time. What is the return policy for 5-hour ENERGY® shots purchased through 5hourEnergy.com? All return requests should be directed to email@help.5hourenergy.com. 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msmarco_doc_00_28325075
http://5hrce.com/register.php
5 Five hour California Architect Disabled Access course continuing education
5 Five hour California Architect Disabled Access course continuing education Account setup We are excited that you have finally decided to start your coursework. Here we will be able to get you setup with an account. You will be able to make payment and get started. Please take note of the following: You must already be a registered California Architect prior to your account setup. Prior to your creating an account and or making a payment, please read our FAQ section and then make sure you have read and understand and agree with the terms of the "User Agreement". During account setup below please note that it is critical that you provide entirely accurate information. Information you provide here is used to auto generate your certificate of completion which is issued to you at the end of the course. Following your payment you will be able to start your coursework immediately. You do not need a PayPal account to use our site. 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msmarco_doc_00_28333203
http://5interestingfacts.com/celebrity/5-interesting-facts-about-stephen-f-austin/
5 interesting facts about Stephen F Austin - 5 Interesting Facts
5 interesting facts about Stephen F Austin 5 interesting facts about Stephen F Austin 1. He colonized families 2. Organized Texan militia 3. Imprisoned in 1834 4. Died from pneumonia 5. Slave owner
5 interesting facts about Stephen F Austin - 5 Interesting Facts 5 interesting facts about Stephen F Austin May 23, 2020 amos vegas Celebrity 0 Stephen Fuller Austin also is known as “Father of Texas” was an American impresario and founder of Texas. He was born on 3 rd November 1793 in Virginia and died on 27 th December 1836. He served in the territorial legislature of Missouri then moved to Arkansas territory and later to Louisiana. Stephen convinced American families to settle in Texas after he died in 1821 before accomplishing the mission. In the 1820s, he maintained good relations with the government of Mexico. Moreover, he introduced slavery in Texas regarding the Mexican government banning it. Here are the top interesting facts about the fuller. 1. He colonized families His father was the leader in mining and manufacturing lead mining in the United States. Austin managed the mine by the age of 23; his leadership skills could be seen. He was among the members of the territorial legislature in Missouri. In 1819, economic fortune affected the family making fuller to look for new opportunities. On the other hand, his father had a plan of settling American colonists in Texas. Unfortunately, Stephen’s father died in June 1821 leaving him to get permits of colonizing Spanish families in Texas. Moses got pneumonia and died on his way from Texas. Austin made sure to achieve his father’s wishes; he went to negotiate with the Spanish governor on the colony. He settled 1200 families with the help of Samuel Williams. 2. Organized Texan militia Texan militia was an inaugurate force of Texas. The militia was established by Stephen on 5 th august 1823. This defence was against tribes including Cherokee, karankawa and Comanche. Texas rangers served as a military force till 1935. It consisted of 22% of army members who fought in the San Jacinto Battle. They helped the government of Texas to get independence against the Centralist Republic of Mexico. This was on 14 th May 1836 during the treaties of Velasco. 3. Imprisoned in 1834 Mexican government imprisoned Austin after developing tensions which could result in rebellion san war. Mexican government started to reduce immigration after seeing the growing number of immigrants. Colonial leaders drafted a constitution to make an Anglo-dominated Texas. Then, Stephen was directed to present the government. However, president Santa Ana put Austin in prison for 8 months. After his release, he planned for a war to lead Texans against Mexicans. 4. Died from pneumonia In 1836, December, Stephen suffered from the severe cold that got worse. Doctors flocked in his home but could not assist. He died in West Columbia, a city found in Texas, United States. He was 43 years old, his last words were “The independence of Texas is recognized, don’t you see it in the papers?” The body was taken to Gulf Prairie Cemetery and later moved to Texas State Cemetery. 5. Slave owner Austin viewed slavery as an important issue. He became a slave-owner for a period throughout his life but had a debate about it. Stephen believed that slavery is wrong hence fought for American liberty. Nevertheless, he agreed on social, political, and economic justifications thus worked to defend and expand. Also, he argued that long term slavery would bring negative effects that will affect American society. Stephen thought to get Texas from slavery during the revolution. He made sure that each slave received 8 acres of land.
msmarco_doc_00_28349171
http://5jewish.weebly.com/
Jewish Resistance Movement - Jewish Resistance During WW2 and forms of resistance
This is the main symbol of Jewish resistance, as it depicts the largest underground form of resistance, the underground rebellions THe Jewish Resistance Movement  What was the Jewish resistance MOvement?  The forms of resistance:
Jewish Resistance Movement - Jewish Resistance During WW2 and forms of resistance This is the main symbol of Jewish resistance, as it depicts the largest underground form of resistance, the underground rebellions THe Jewish Resistance Movement January 30, 1933 - May 8, 1945 Project by: Anusha Rao, Scott Truong, Brian Luong, Sophia Pham: Period 5l  What was the Jewish resistance MOvement?  The Jewish Resistance Movement occurred during World War 2 due to the dictatorship of Adolf Hitler. On January 30, 1933, Adolf Hitler came into power in Germany and declared his hatred against the Jewish citizens. This eventually lead to World War 2 in which Hitler’s army, the Nazis plagued war against the world. The Jewish people had gone into hiding and were often sent to concentration, and labor camps if found. In these camps and while in hiding, the Jewish showed strength by resisting the harsh commandment of the German Nazis. There were many forms of resistance among the camps through rebellions, mass death of Germans, and spreading the word. The forms of resistance: This sculpture was made by one of the only living survivors of the Treblinka Uprising, made to show the horror the Jewish had to face One method used by the Jewish as a form of resistance was uprisings and rebellions. An example of one of the rebellions that took place was the Treblinka Rebellion. This rebellion occurred when Jewish prisoners killed some guards and commanders, and gassed the chambers where the guards worked. Then, they set the entire camp on fire and only a few Jewish and Nazi survivors were left. No one exactly knows how many survivors remained, however. One of the survivors created statues depicting the horrors of the Treblinka uprising. The entire event caused havoc where, this was the first major event in which the Jewish Partisans, military members of an army created to fight the Nazis, showed strength in numbers. This picture shows the Syrets Concentration camp, and the intense lock-down that the guards placed the Jewish under. Another method used by the Jewish citizens to show resistance during World War 2 was Syrets Concentration Camp Revolt. This was when 326 prisoners picked their locks to escape. In the process, they used their hands to kill some of the German commanders. However, only 15 managed to escape, and the rest were recaptured and executed. The escapees would all work together, and use stick, stones, or anything in their cells to break the locks. The word of the daring escape would spread through the camp, and they would try to overpower the Nazis stationed at the jail. This is a method of unity and using their natural resources to escape or resist the harsh Germans soldiers. This is one of the very few times that the Jewish prisoners planned a mass escape with no firepower or military experience. Another method the Jewish used as a form of resistance was the Sobiror uprising, in which the prisoners seized Nazi weapons. The method used in this event was using the Nazis fire power against them. The objective of the uprising was to seize the Nazi weapons that were in the armory, a place to store weapons, at the death camp. The prisoners had underground messengers to spread to the word. The Jewish were able to kill the guards stationed at the weaponry, but could not seize the weapons. 300 citizens jumped the fence, and left, after setting the Sobiror camp on fire. Over 100 were taken back and shot. The Jewish had managed to kill 11 guards at the death camp. There were only a few Jewish survivors remaining.The image shows some of the Jewish survivors who took place in the uprising. This image shows some of the survivors of the Sobiror uprising. All of the survivors were Jewish.
msmarco_doc_00_28353138
http://5kingdom.weebly.com/index.html
5 Kingdoms of Life - Taxonomy
5 Kingdoms of Life 5 Kingdoms of Life Introduction Taxonomy
5 Kingdoms of Life - Taxonomy 5 Kingdoms of Life Introduction The organisms are subdivided into 5 kingdoms. The 5 kingdoms are Kingdom Animalia, Kingdom Monera, Kingdom Protista, Kingdom Fungi, and Kingdom Plantae. This website is a portfolio, which the objective is to describe the differences or the uniqueness of each kingdoms and to give a better understanding on the concept of Taxonomy and 5 Kingdoms of Life. Taxonomy Taxonomy is a branch of biology that deals with naming or identifying and classifying organism. Taxonomy basically groups the organism based on similarities, which is also known as classifying. Then, why classify or why do we need taxonomy? Since there are too many organisms, unless we organize them, it is very hard to find or specify them. Secondly, taxonomy creates an universal language, which is the scientific name for the species. Lastly, taxonomy shows evolutionary relationship or the ancestral traits. Linnaeus or Carl von Linne is the father of Taxonomy and he is 18th century botanist and zoologist. The Hierarchy of Taxa goes from general to specific, Kingdom, Phylum, Class, Order, Family, Genus, and Species. Below is the table of example on the Hierarchy of taxa of species Human.
msmarco_doc_00_28357352
http://5kingdom.weebly.com/kprotista.html
K.Protista - 5 Kingdoms of Life
5 Kingdoms of Life 5 Kingdoms of Life Kingdom Protista Example of Kingdom Protista - Coleps amphacanthus Example of Kingdom Protista - Paramecium caudatum Example of Kingdom Protista - Stemonitis fusca Summary of K.Protista
K.Protista - 5 Kingdoms of Life 5 Kingdoms of Life Kingdom Protista - Mostly Unicellular, Some are multicellular (algae) - can be both heterotrophic or autotrophic - Mostly living in water (some live in moist soil or in human body) - ALL are eukaryotic, simplest of the eukaryotes - Protista = "The very first" - Unusual group of organisms put together because they don't really seem to belong to any other group. - Home for 'leftover' organisms - Both micro and macroscopic The protozoa: Phylum Ciliophora (8,000 sp.,) Blepharisma, Paramecium Phylum Sarcodina (over 300 sp.) - Amoeba, radiolaria, foraminifera Phylum Sporozoa (3,900 sp.) - Plasmodium The algae: Phylum Phaeophyta (1,500 species, fr. Greek phaios = brown) - Fucus Phylum Rhodophyta (fr. Greek rhodos = red, 4,000 sp.) - Polysiphonia Phylum Bacillariophyta (11,500 sp., many more fossil sp., fr. Latin bacillus = little stick) - diatoms Phylum Euglenophyta (800 sp.) - Euglena Phylum Pyrrophyta (3,000 sp., fr. Greek dinos = whirling, Latin flagellum = whip) - dinoflagellates, Ceratium Phylum Chlorophyta (7,000 sp., fr. Greek chloros = yellow-green) - Volvox, Spirogyra, Chlamydomonas Example of Kingdom Protista - Coleps amphacanthus Domain: Eukaryota Kingdom: Protozoa Subkingdom: Biciliata Infrakingdom: Alveolata Phylum: Ciliophora Subphylum: Intramacronucleata Class: Ciliatea Order: Gymnostomatida Family: Colepidae Genus: Coleps Specific Descriptor: amphacanthus Scientfic Name: Coleps amphacanthus Example of Kingdom Protista - Paramecium caudatum Kingdom: Protozoa Phylum: Ciliophora Class: Ciliatea Order: Hymenostomatida Family: Parameciidae Genus: Paramecium Species: Paramecium caudatum Example of Kingdom Protista - Stemonitis fusca Scientific Name: Stemonitis fusca Common Name: Slime mold Summary of K.Protista Characteristics of the Protista Kingdom Eukaryotes Heterotrophic and Autotrophic Unicellular Mostly aquatic Mostly asexual Motile and nonmotile Example: Protozoa, slime molds and algae
msmarco_doc_00_28358799
http://5kingdoms.org/category/prokaryotes/bacteria/
Eubacteria – Five Kingdoms
Agrobacterium Bacillus Bacteroides Bordetella Brucella Chlamydia Chlorobium Chloroflexus Chromatium Clostridium Cristispira Deinococcus Escherichia Lactobacillus Mycoplasma Bacteria / Eubacteria / Gram-positive bacteria / Wall-less mycoplasmas Nitrobacter Bacteria / Eubacteria / Gram-negative bacteria / phylum Proteobacteria Nitrosospira Bacteria / Eubacteria / Gram-negative bacteria / phylum Proteobacteria Nostoc Bacteria / Eubacteria / Gram-negative bacteria / phylum Cyanobacteria Oscillochloris Pillotina Prochlorococcus Bacteria / Eubacteria / Gram-negative bacteria / phylum Cyanobacteria Psychrobacter Rhizobium Bacteria / Eubacteria / Gram-negative bacteria / phylum Proteobacteria Salmonella
Eubacteria – Five Kingdoms Agrobacterium Bacteria / Eubacteria / Gram-negative bacteria / phylum Proteobacteria Most species in this genera are plant pathogens; one species, A. tumefaciens, causes tumors in plants. A. aceti, used to make vinegar, is a common contaminant wherever alcohol is fermented, causing discoloration and souring of beer Bacillus Bacteria / Eubacteria / Gram-positive bacteria / phylum Firmicutes Pictured above is Bacillus subtilis, showing the characteristic positive Gram=stain. B. subtilis cells are the most abundant creatures in the soil and the one most likely to show up in a soil sample. Up to a billion of these bacteria can be found in a single gram of soil. It is usually found in an inactive spore form. Another species B. thuringiensis, produces toxic crystals insoluble in the human gut lethal to insects, and hence marketed as an insecticide. Bacteroides Bacteria / Eubacteria / Gram-negative bacteria / phylum Saprospirae Bacteroides inhabit our intestinal tracts in large numbers. Their source of energy, carbon, and electrons are all organic compounds, like us. Unlike us, however, they are anaerobic fermenters restricted to anoxic environments. Bacteroides species’ main source of energy is fermentation of a wide range of sugar derivatives from plant material. These compounds are common in the human colon and are potentially toxic. Bacteroides converts these sugars to fermentation products which are beneficial to humans. Bordetella Bacteria / Eubacteria / Gram-negative bacteria / phylum Proteobacteria Most species of Bordetella cause respiratory diseases. One of the most well-known is B pertussis, the cause of whooping cough, a respiratory infection marked by severe, spasmodic coughing episodes. Flagellated B. bronchiseptica , another more harmless species, is pictured above. Brucella Bacteria / Eubacteria / Gram-negative bacteria / phylum Proteobacteria Facultative intracellular bacteria, transmitted by contaminated milk from infected cows, cause brucellosis in cattle and humans. Chlamydia C. trachornatis is the most common cause of blindness in the world and also causes the most common form of sexually transmitted diseases (nongonococcal urethritis) in North America. Chlorobium Bacteria / Eubacteria / Gram-negative bacteria / phylum Chlorobia Chlorobium is a large genus known as green sulfur bacteria; some strains are tolerant of extremely high or extremely low temperatures or salinities. They tend to be small nonmotile coccoids deeply embedded in their anoxic communities. They often live in strictly anaerobic conditions below the surface of a body of water, commonly the anaerobic zone of a eutrophic lake. They release sulfur dioxide and methane as respiratory by-products. Chloroflexus Bacteria / Eubacteria / Gram-negative bacteria / phylum Chloroflexa A fllamentous, gliding, nonsulfer bacteria. It is thermophilic and can grow at temperatures from 35 °C to 70 °C. The green colored scum in the photo from Yellowstone National Park is due mainly to Cloroflexus species. Chromatium Bacteria / Eubacteria / Gram-negative bacteria / phylum Proteobacteria A genus of purple bacteria: photoautotrophic or photoheterotropic organisms with bacteriochlorophylls built into invaginations of the plasma membrane. They extract electrons from molecules other than water, such as H 2 S, and thus release sulfur instead of oxygen. Most species are obligate anaerobes, found in the sediments of ponds, lakes, and mudflats. Many are flagellated. Clostridium Bacteria / Eubacteria / Gram-positive bacteria / phylum Firmicutes A genus of soil bacteria that include some well-known human pathogens. C. botulinum thrives were oxygen is limited. Living in soil, it produces the neurotoxins that cause botulism, but also has medical and cosmetic uses. C. tetani can grow in dead tissue in wounds and burns, producing tetanospasmin, the neurotoxin that causes tetanus Cristispira Members of this genus inhabit the crystalline style of clams and oysters; the style is an organ that helps these molluscs grind their algal food. Deinococcus Bacteria / Eubacteria / Gram-positive bacteria / phylum Deinococcus Known as the world’s toughest bacteria, they were discovered in meat that had been exposed to high doses of radiation in experiments. Besides have resistance to ionizing radiation, many resist desiccation and ultraviolet light treatment even better than endospores. Deincoccus cells are protected by many-layered walls; stains are colored pink or red, owing to the high concentration of carotenoids in their cells. Escherichia Bacteria / Eubacteria / Gram-negative bacteria / phylum Proteobacteria These rod-shaped bacteria include the commonly known and studied E. coli, which live harmlessly in the gut, although virients strains are a major cause of food poisoning. Lactobacillus Bacteria / Eubacteria / Gram-positive bacteria / phylum Firmicutes Found in the intestine and vagina, this bacterium has nutritional and antimicrobial properties. It is used in probiotic drinks and supplements. Mycoplasma Bacteria / Eubacteria / Gram-positive bacteria / Wall-less mycoplasmas An old hypothesis that mycoplamas separately evolved from Gram-positive bacteria by loss of walls is borne out by modern observations. Some Mycoplasmas probably do represent minimal life and are truly primitive in the sense that their ancestors never had walls. Among them are the smallest organisms known. Most bacteria have from 3000 to 6000 genes. The DNA of the strain Mycoplasma genitalium has ten times less than most bacteria. The complete sequence reveals this organism to have fewer than 500 genes and to make fewer than 500 proteins. Nitrobacter Bacteria / Eubacteria / Gram-negative bacteria / phylum Proteobacteria This genus of soil bacteria plays a role in the nitrogen cycle by oxidizing nitrites to nitrates (#4) which fertilize soil as well as clean water supplies. Nitrosospira Bacteria / Eubacteria / Gram-negative bacteria / phylum Proteobacteria This soil bacteria fills a vital ecological niche. It oxidizes ammonia to form nitrites (#3), as part of the nitrogen cycle. Nostoc Bacteria / Eubacteria / Gram-negative bacteria / phylum Cyanobacteria This cyanobacteria forms gelatinous filaments in colonies that are hardy enough to survive anywhere on Earth Oscillochloris Oscillochloris is such a large filament, with cells as large as 5 micrometers in diameter and a conspicuous holdfast that anchors it to surfaces, that it superficially resembles cyanobacteria such as Oscillatia. Pillotina These spirochetes are found associated with other bacteria and protoctists in the hindgut of wood-eating cockroaches and dry-wood, damp-wood , and subterranean termites. The animals ingest wood, but the microbes inhabiting their intestines digest it. Prochlorococcus Bacteria / Eubacteria / Gram-negative bacteria / phylum Cyanobacteria A marine bacterium with green pigmentation, may be one of the most common bacteria in the world. Thriving at the base of the photic zone over the ocean, for years it was called the unidentified green coccoid.” Microbes of the genus Prochlorococcus are among the major primary producers in the ocean, responsible for a large percentage of the photosynthetic production of oxygen. Psychrobacter a psychrophile, or cryophile, which means it trives at very low temperatures, thanks to natural antifreeze molecules in it cytoplasm. Rhizobium Bacteria / Eubacteria / Gram-negative bacteria / phylum Proteobacteria Rhizobium live in soil and form symbiotic relationship with roots of legumes (e.g., clover, alfalfa, and beans), contributing to the nutrition of those plants, as well as playing a key role in the nitrogen cycle of ecosystems, including nitrogen fixation (conversion of atmospheric N 2 to nitrogenous minerals that other plants can use. The nodules pictured above are globular deformations in a legume plant roots created by Rhizobium. Salmonella Nearly all members of the genus Salmonella are enteric bacteria that produce endotoxin harmful to animals. Salmonella typhi causes thyphoid fever, and several other species, some of which are commonly found in poultry, cause food poisoning. Posts navigation
msmarco_doc_00_28361226
http://5ko.free.fr/en/easter.php
Side-by-side Easter calendar reference for the 21st century
Side-by-side Easter calendar reference for the 21st century Side-by-side Easter calendar reference for the 21st century
Side-by-side Easter calendar reference for the 21st century Side-by-side Easter calendar reference for the 21st century Side-by-side Easter calendar reference for the 21st century year Old style (Julian) New style (Gregorian) year Old style (Julian) New style (Gregorian) Catholic Orthodox Catholic Orthodox Catholic Orthodox Catholic Orthodox 2001 April 2 April 15 2051 Mars 20 April 24 April 2 May 7 2002 Mars 18 April 22 Mars 31 May 5 2052 April 8 April 21 2003 April 7 April 14 April 20 April 27 2053 Mars 24 Mars 31 April 6 April 13 2004 Mars 29 April 11 2054 Mars 16 April 20 Mars 29 May 3 2005 Mars 14 April 18 Mars 27 May 1 2055 April 5 April 18 2006 April 3 April 10 April 16 April 23 2056 Mars 20 Mars 27 April 2 April 9 2007 Mars 26 April 8 2057 April 9 April 16 April 22 April 29 2008 Mars 10 April 14 Mars 23 April 27 2058 April 1 April 14 2009 Mars 30 April 6 April 12 April 19 2059 Mars 17 April 21 Mars 30 May 4 2010 Mars 22 April 4 2060 April 5 April 12 April 18 April 25 2011 April 11 April 24 2061 Mars 28 April 10 2012 Mars 26 April 2 April 8 April 15 2062 Mars 13 April 17 Mars 26 April 30 2013 Mars 18 April 22 Mars 31 May 5 2063 April 2 April 9 April 15 April 22 2014 April 7 April 20 2064 Mars 24 Mars 31 April 6 April 13 2015 Mars 23 Mars 30 April 5 April 12 2065 Mars 16 April 13 Mars 29 April 26 2016 Mars 14 April 18 Mars 27 May 1 2066 Mars 29 April 5 April 11 April 18 2017 April 3 April 16 2067 Mars 21 Mars 28 April 3 April 10 2018 Mars 19 Mars 26 April 1 April 8 2068 April 9 April 16 April 22 April 29 2019 April 8 April 15 April 21 April 28 2069 April 1 April 14 2020 Mars 30 April 6 April 12 April 19 2070 Mars 17 April 21 Mars 30 May 4 2021 Mars 22 April 19 April 4 May 2 2071 April 6 April 19 2022 April 4 April 11 April 17 April 24 2072 Mars 28 April 10 2023 Mars 27 April 3 April 9 April 16 2073 Mars 13 April 17 Mars 26 April 30 2024 Mars 18 April 22 Mars 31 May 5 2074 April 2 April 9 April 15 April 22 2025 April 7 April 20 2075 Mars 25 April 7 2026 Mars 23 Mars 30 April 5 April 12 2076 April 6 April 13 April 19 April 26 2027 Mars 15 April 19 Mars 28 May 2 2077 Mars 29 April 5 April 11 April 18 2028 April 3 April 16 2078 Mars 21 April 25 April 3 May 8 2029 Mars 19 Mars 26 April 1 April 8 2079 April 10 April 23 2030 April 8 April 15 April 21 April 28 2080 Mars 25 April 1 April 7 April 14 2031 Mars 31 April 13 2081 Mars 17 April 21 Mars 30 May 4 2032 Mars 15 April 19 Mars 28 May 2 2082 April 6 April 19 2033 April 4 April 11 April 17 April 24 2083 Mars 22 Mars 29 April 4 April 11 2034 Mars 27 April 9 2084 Mars 13 April 17 Mars 26 April 30 2035 Mars 12 April 16 Mars 25 April 29 2085 April 2 April 15 2036 Mars 31 April 7 April 13 April 20 2086 Mars 18 Mars 25 Mars 31 April 7 2037 Mars 23 April 5 2087 April 7 April 14 April 20 April 27 2038 April 12 April 25 2088 Mars 29 April 5 April 11 April 18 2039 Mars 28 April 4 April 10 April 17 2089 Mars 21 April 18 April 3 May 1 2040 Mars 19 April 23 April 1 May 6 2090 April 3 April 10 April 16 April 23 2041 April 8 April 21 2091 Mars 26 April 8 2042 Mars 24 Mars 31 April 6 April 13 2092 Mars 17 April 14 Mars 30 April 27 2043 Mars 16 April 20 Mars 29 May 3 2093 Mars 30 April 6 April 12 April 19 2044 April 4 April 11 April 17 April 24 2094 Mars 22 Mars 29 April 4 April 11 2045 Mars 27 April 9 2095 April 11 April 24 2046 Mars 12 April 16 Mars 25 April 29 2096 April 2 April 15 2047 April 1 April 8 April 14 April 21 2097 Mars 18 April 22 Mars 31 May 5 2048 Mars 23 April 5 2098 April 7 April 14 April 20 April 27 2049 April 5 April 12 April 18 April 25 2099 Mars 30 April 12 2050 Mars 28 April 4 April 10 April 17 2100 Mars 14 April 18 Mars 28 May 2
msmarco_doc_00_28370434
http://5linx.com/
5LINX | Work From Home Opportunities | Build Your Legacy
A Message From Our Chairman 5LINX Cancels Biloxi National; Will Replace with Virtual Training Event 10 Ways to Increase Your Credit Score in 2020!
5LINX | Work From Home Opportunities | Build Your Legacy BUILD YOUR LEGACY. Find Out How Our Products & Services From health-enhancing products to everyday services like energy and television, plus financial services like personal credit repair, 5LINX products and services are designed to provide value in your daily life. 5LINX is the one-stop shop for your home, wellness, and more. To learn more about each of the outstanding products and services in the 5LINX portfolio, simply click on the corresponding links below. Chroma Credit View Product ID Guard View Product MontaVida View Product Platinum+ View Product TeeVee View Product View All Products Our Representatives 5LINX has allowed us to secure our retirement and given us time to spend together and with our children. Working from home, being able to enjoy each other, and watch our children grow has been the biggest blessing.” Curt & Tishina Anderson Diamond Senior Vice Presidents 5LINX has helped me develop important skills from a young age that I’ve applied in my everyday life. This business has taught me to become an entrepreneur at heart.” Crystal Cadiz Platinum Senior Vice President 5LINX has allowed me to focus on building a business network from home and spend more time with my family, without money being an issue. This opportunity is allowing me to help others change their lives and leave behind generational wealth.” Robenson Cezil Platinum Senior Vice President As a retired school principal (Sherman) and a retired school teacher (Ann), we have found that through 5LINX, we are able to continue to educate the populace and make a positive difference – now on improving their health and the importance of business ownership.” Sherman & Ann Chambers Platinum Senior Vice President's By building our business with 5LINX, we were able to discover our ‘why.’ We have been able to give back to orphans in Africa, and hope to make this a part of our legacy.” Ian & Stella Chebe Platinum Senior Vice Presidents 5LINX has given our family the treasure of the American dream. A true vehicle with residual income that has put us in position to build a legacy while also having the time freedom to raise our children without ever missing a precious moment." Kwame Gibson & Kamilla Collier-Mullin Platinum Senior Vice Presidents 5LINX has helped us realize that every moment is a teaching and learning opportunity, and we hope to leave a legacy defined by our role in inspiring, helping, teaching and improving the lives of others.” Jerome & Leigh Crutch Platinum Senior Vice Presidents We have been able ensure that our family will always be provided for while being able to focus on our ministry without having to worry about finances.” Kenneth & Adrien Crutch Platinum Senior Vice Presidents 5LINX has allowed me to live full-time and work part-time, never missing the precious moments raising my children. I hope to leave a legacy of residual income for them and empower my team members to do the same. ” Tupac Derenoncourt Diamond Senior Vice President 5LINX has allowed us to chase down the American Dream, to spend quality time with family and friends while being able to meet financial obligations.” Thomas & Melodie Felder Platinum Senior Vice Presidents I've been blessed to have grown a part-time income into a full-time income stream, and spend time with my mother and provide a greater quality of life for her. I now live full-time and work part-time, and everyday feels like a Friday.” Darryl Huckaby Platinum Senior Vice President Because of this business, we are able to create a new generation of entrepreneurs. Chimi has been able to leave her career in education to fulfill her purpose through her consulting business and volunteering with women’s organizations.” Kirk & Chimi Keyes Platinum Senior Vice Presidents We want to leave a business that brings financial freedom to our family, business partners, and scores of others who choose to join us. 5LINX is the perfect complement to our entrepreneurial lifestyle.” Steve & Lucille Merrit Platinum Senior Vice Presidents 5LINX has forced me to dig deep as a person in order to lead others, while it has pushed my hidden talents to the surface. I aspire to leave my family and as many other financially stable through this incredible opportunity." Jovens Moncoeur Platinum Senior Vice President Because of 5LINX, I have the freedom to focus on my ministry and help people all over the country. I’m able to be actively involved in the lives of my children and grandchildren on a daily basis.” Ron Williams Platinum Senior Vice President Previous Next 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 About Our Representives Our Latest Blog Posts A Message From Our Chairman Jun 2, 2020 As we begin the month of June, we have already been impacted by two seminal Events; specifically, 105,000 COVID-19 deaths and 40 million unemployed Americans. Over the past several days, we have also experienced the social unrest in response to the tragic deaths of... read more 5LINX Cancels Biloxi National; Will Replace with Virtual Training Event Mar 12, 2020 Partners, We have been closely monitoring the World Health and the Centers for Disease Control (CDC) to address public health concerns that may arise related to the Coronavirus outbreak. Although this is an extremely fluid situation, the fact is that at least in the... read more 10 Ways to Increase Your Credit Score in 2020! Jan 9, 2020 Does your Credit Score need a boost in 2020? With the help of Chroma Credit Restoration and these 10 quick tips, you credit score can soar before you know it! Remove Paid Tax Liens: Paid (released or satisfied) federal tax liens can be deleted from a credit report and... read more View All Blog Posts
msmarco_doc_00_28374850
http://5maplesfarm.com/llama-fiber-fleece-or-wool/
Llama Fiber, Fleece or Wool? - Five Maples Farm
Llama Fiber, Fleece or Wool? Post navigation Llama Fiber, Fleece or Wool? Fiber Fleece Wool and hair Post navigation
Llama Fiber, Fleece or Wool? - Five Maples Farm Post navigation ← Early Embryonic Death Guanacos → Llama Fiber, Fleece or Wool? Posted on April 7, 2016 by farmermom Ever since I got my llamas and starting hanging out with a knitting crowd, there has been a question burning deep inside me. I think we can all agree that wool comes from sheep, but what do you call the hairy product that you get from llamas? My knitting buddies tell me to call it fiber, but I’ve also seen it referred to as fleece. Do you know the difference? Turns out it can be quite confusing. Actually when I went to write this article, I thought it would all become clear to me. Storey’s Guide to Raising Llamas, by Gale Birutta, has the following definitions: Fiber: the unshorn haircoat on a llama’s or alpaca’s body Fleece: unwashed and shorn fiber from a llama or alpaca Wool: a generic term for fleece or fiber Sounds easy and logical, right? Well, if you look online, it seems like fiber is thrown around to mean anything from the hair on the animal (more about hair later on) to the yarn that you buy. Hopefully, this will all be understood once you have read this! Fiber When it comes to llamas, fiber refers to the haircoat that is still on the llama. You know, before it is shorn off. Traditional, classic llamas (those not bred for fine fiber) have a double coat of fiber. The first layer is called the guard hair while the other is the soft underwool. Guard hair is used to make rope and rugs. Underwool is the fiber you want for spinning, however it can be hard to separate it from guard hair. Have you even llama/alpaca sweaters from South America? They often have pieces of scratcjy wool that stick out of the garment. Those “hairs” are usually guard hairs that have been spun into the wool. Llamas have been bred out for different purposes. Pack llamas were not bred specifically for fiber and are most similar to the classic llama. Wooly llamas were bred to eliminate the guard hair and produce finer wool. In contrast, silky llamas carry almost all guard hairs, which are very shiny. In today’s market, many North American llamas have been crossbred and carry a more alpaca-like fiber, containing little guard hair. Fleece Llama fleece is the result of shearing or brushing out the fiber from the animal (not polar tec fleece!). Shearing removes the entire fleece (guard hair and underwool) from the animals and is typically done once a year. The fleece must then be separated prior to processing. Alternatively, fleece can be removed and collected by brushing the animal. This only removes the underwool. Compared to sheep fiber, llama fleece is lighter and warmer and is not coated in oil. That means a warm llama sweater is less bulky than a similarly warm sheep wool sweater. Because llama fleece does not have oil, you can process it without washing it first, a plus compared to sheep fleece. However, this makes the fleece a bit trickier to spin. Here is where some confusion sets in. Spinning fiber refers to any material that can be spun – for example, fleece, cotton or nylon. But fleece specifically refers to spinning material that comes from the coat of an animal. So fleece can be fiber as well. Wool and hair While Ms. Birutta suggests that wool is a generic term for all fleece and fiber, fiber purists would have a bone to pick with her. Technically, sheep produce wool and llamas produce hair. The difference? The majority of llama fiber is hollow, which makes it lightweight and gives it insulating properties. In contrast, most sheep breeds grow fiber that is not hollow = wool. Additionally, sheep wool is coated in lanolin which makes the sheep practically water proof. There are those black sheep though that produce hair (and I’m not referring to color). So there you have it. Fleece is fiber but not all fiber is fleece; sheep produce wool except when they produce hair. Are you all sorted out? Blogging my way from A to Z as part of the 2016 April A to Z Challenge ! My theme for this year: Llama mama. F is for Fiber and Fleece. Photo courtesy of Peter Markham. Post navigation ← Early Embryonic Death Guanacos →
msmarco_doc_00_28381062
http://5maplesfarm.com/llama-fighting-teeth/
Llama Fighting Teeth - Five Maples Farm
Llama Fighting Teeth Post navigation Llama Fighting Teeth Fighting teeth Fighting teeth are nothing to smile about “Removal” of fighting teeth Post navigation
Llama Fighting Teeth - Five Maples Farm Post navigation ← Spitting Green Ungulates! → Llama Fighting Teeth Posted on April 24, 2016 by farmermom If you look in a llama’s mouth, you’ll find an unusual arrangement of teeth. Llamas have no front upper teeth. Instead you’ll just see gums (called a dental pad) behind that split upper lip . As they leave their cria days behind them, adult llamas also get additional permanent teeth. At about 2-3 years of age in males and 4-5 years of age in females, they will get their fighting teeth (also called fangs). Fighting teeth Intact males will develop full fighting teeth, a set of 6 sharp teeth; two on the top and one on the bottom of each side of the mouth. The fighting teeth are modified canine teeth and can be up to an inch long. They curve backwards and are razor sharp. Males use their fighting teeth to compete for females and fight off predators. Old llama llore says that males are not fertile until they grow their fighting teeth, but llama owners will tell you this is not true. In females and castrated males, the fighting teeth do not protrude very far. Fighting teeth are nothing to smile about Fighting teeth in an angry or competitive male are dangerous. They are extremely sharp and curved backward; made for ripping and tearing into other animals. During a fight, llamas use their teeth to rip into the ears, legs and testicles of their opponent. They can rip all the way down to the bone and have been known to castrate other males. That’s certainly one way to get rid of mating competition! For this reason, most llama owners have the fighting teeth removed from males. “Removal” of fighting teeth They may call it removal, but the fighting teeth aren’t actually excised. Instead, they are blunted or sawed off. Using a special wire (called an obstetrical wire), the teeth are cut off at the gum line as soon as they begin to erupt. It is a relatively quick (15-20 second) and painless procedure (at least for the llama). The teeth can continue growing and a second cut might be required later on. It may seem a bit harsh to saw them off, but it is much better than the alternatives! Blogging my way from A to Z as part of the 2016 April A to Z Challenge ! My theme for this year: Llama mama. T for Teeth. Photo courtesy of Nic McPhee. Post navigation ← Spitting Green Ungulates! →
msmarco_doc_00_28385596
http://5minutebookkeeping.com/how-to-enter-invoices-in-quickbooks-online/
How to Enter Invoices in QuickBooks Online – 5 Minute Bookkeeping
How to Enter Invoices in QuickBooks Online How to Enter Invoices in QuickBooks Online How to Enter Invoices in QuickBooks Online What’s an invoice in QBO? Enter an invoice in QuickBooks Online Enter products and services Verify sales tax and enter a message to be displayed on the invoice How to attach a file to an invoice in QuickBooks Online Email an invoice to a customer Tips Final words
How to Enter Invoices in QuickBooks Online – 5 Minute Bookkeeping How to Enter Invoices in QuickBooks Online How to Enter Invoices in QuickBooks Online By Veronica Wasek | 2016-11-11T23:39:34+00:00 December 14th, 2015 | Tutorials | Hello again. I’m back with another QuickBooks Online tutorial. This time I will cover how to enter invoices in QuickBooks Online. What’s an invoice in QBO? An invoice in QBO refers to the sales invoices that you send to your customers. It does not refer to the invoices that a vendor sends you – those are called “Bills” in QuickBooks Online. Enter an invoice in QuickBooks Online To enter an invoice, click on the Create (+) menu at the center top and select Invoice. The Invoice window will open. Enter the customer name or select it from the customer list. Enter the customer’s email address. The customer’s billing address will be automatically filled in if it’s already entered in the customer’s record in the Customer Center. Enter the payment terms (the date when the customer is supposed to pay you). Enter the invoice date. The due date of the invoice will calculate automatically based on the payment terms. Enter products and services 7. Enter the corresponding product or service you are invoicing your customer. See my tutorial on How to Set Up the Products and Services List in QuickBooks Online. 8. Enter or edit the description 9. Enter the quantity sold (this may be quantities or hours). 10. Enter or edit the rate. 11. QBO will do the math for you to calculate the amount (quantity x rate). 12. If you collect sales tax, then check the sales tax box. Verify sales tax and enter a message to be displayed on the invoice 13. Enter a message to be displayed on the invoice – like “Thank you for your business!” 14. Verify that you are using the correct sales tax rate. 15. Once again QBO does all the math for you. The balance due is the amount that the customer owes you. How to attach a file to an invoice in QuickBooks Online Do you need to attach documents to an invoice so you can send them to your customer? No problem! You can attach any PDF file to an invoice. You can send contracts, timesheets, receipts, etc. Just drag and drop files into the Attachments window. Click Save and Send at the bottom right to email the invoice (and attachments) to your customer. Email an invoice to a customer After you click Save and Send, the Send Email window will open. On the left, you will see your customer’s email address, the subject line on the invoice, and the body of the message. On the right, you will see a preview of what the invoice looks like. Click Send and Close to email the invoice to your customer. Tips [bctt tweet=”Cash is king in business.”] Invoice customers as soon as work is completed while customers are still happy with your services. They’ll pay you sooner. I recommend that you use QuickBooks Payments so that your customers can pay you online. I use QuickBooks Payments and I love it. My customers can click directly on the invoice I email to them and they can pay me right away. If you provide services, consider invoicing customers in advance. This also helps to keep a healthy stream of cash coming in. Make sure that your invoices include a due date. Showing a due date on your invoices helps you to get paid on time. Final words Congratulations! You have learned how to enter invoices in QuickBooks Online. If you find these tutorials helpful, please share these posts with others. I would really appreciate it also if you subscribe to our blog so that you can get all the latest tutorials and tips. Have a great week! (Visited 6,308 times, 1 visits today)
msmarco_doc_00_28388365
http://5minuteconsult.com/collectioncontent/1-151554/diseases-and-conditions/cyst-sebaceous
Cyst, Sebaceous (Epidermal Cyst) | Diseases & Conditions | 5MinuteConsult
Cyst, Sebaceous (Epidermal Cyst) Cyst, Sebaceous (Epidermal Cyst) BASICS DIAGNOSIS TREATMENT ONGOING CARE REFERENCES ADDITIONAL READING CODES CLINICAL PEARLS Subscribe to Access Full Content Sign Up for a 10-Day Free Trial
Cyst, Sebaceous (Epidermal Cyst) | Diseases & Conditions | 5MinuteConsult Cyst, Sebaceous (Epidermal Cyst)  BASICS DESCRIPTION EPIDEMIOLOGY ETIOLOGY AND PATHOPHYSIOLOGY GENERAL PREVENTION BASICS DESCRIPTION The term “sebaceous cyst” is a misnomer. The correct nomenclature is “epidermoid cyst” because these structures have no sebaceous gland component ( 1 ). Also known as epidermal inclusion... DIAGNOSIS HISTORY PHYSICAL EXAM DIFFERENTIAL DIAGNOSIS DIAGNOSTIC TESTS & INTERPRETATION DIAGNOSIS HISTORY Mass slowly growing over time Recent trauma “Cheese-like” material expressed from cyst, often with a rancid odor Epidermoid cyst appearance before puberty suggests an alternative diagnos... TREATMENT MEDICATION ADDITIONAL THERAPIES SURGERY/OTHER PROCEDURES TREATMENT Sebaceous cysts are generally benign, and frequently no therapy is indicated. If removal is desired or indicated, every effort should be made to remove the entire cyst wall to prevent recurr... ONGOING CARE FOLLOW-UP RECOMMENDATIONS PROGNOSIS COMPLICATIONS ONGOING CARE FOLLOW-UP RECOMMENDATIONS Uncomplicated sebaceous cysts do not require regular follow-up. Any recurrent cysts should be excised using a traditional elliptical incision. Solid or atypical mas... REFERENCES REFERENCES 1 Luba MC, Bangs SA, Mohler AM, et al. Common benign skin tumors. Am Fam Physician. 2003;67 (4):729–738. [View Abstract on OvidMedline] 2 Liau JL, Altamura D, Ratynska M, et al. Basal cel... ADDITIONAL READING ADDITIONAL READING Lee HE, Yang CH, Chen CH, et al. Comparison of the surgical outcomes of punch incision and elliptical excision in treating epidermal inclusion cysts: a prospective, randomized study... CODES CODES ICD10 L72.3 Sebaceous cyst L72.0 Epidermal cyst ICD9 706.2 Sebaceous cyst SNOMED 419603000 epidermoid cyst of skin (disorder) 446936008 epidermoid cyst of skin of face (disorder) 447231001 Epidermoid c... CLINICAL PEARLS CLINICAL PEARLS Sebaceous cysts (epidermoid cysts) are generally benign and do not warrant routine excision. Indications for cyst removal include cosmesis, inflammation, concern for underlying malignan... Subscribe to Access Full Content Sign Up for a 10-Day Free Trial Sign up for a 10-day FREE Trial now and receive full access to all content. START 10-DAY FREE TRIAL Subscribe Now
msmarco_doc_00_28392771
http://5minuteenglish.com/apr18.htm
Pronouncing -ed at the ends of words
Pronouncing -ed at the ends of words Pronouncing -ed at the ends of words There are 3 ways to pronounce the final -ed in a word. -ed = /id/ -ed = /d/ -ed = /t/ How do you know which sound goes with which word? Look at these verbs: kissed hoped learned played wanted sounded Which sound goes with which word? Listen Here are the rules... If the last sound of the word is unvoiced* (uses no only air to make the sound) except t, the -ed will sound like /t/. Look at the words kiss and hope. The last sound of kiss is /s/. It doesn't use the voice to make the sound. So the -ed will not use a voice to make a sound either. The word sounds like /kis t /. The word hope ends with /p/. It doesn't use the voice so /t/ is at the end. It sounds like /hop t /. If the last sound of the word is voiced* (uses some noise to make the sound) except d, the -ed will sound like /d/. Look at the words learned and played. The last sound of learn is /n/. It uses the voice. The -ed will also have a voice sound like /d/. So learned sounds like /lern d /. Play also has a voiced sound at the end. Played is pronounced /plei d /. If the last sound to the word is /d/ or /t/, the -ed will sound like /id/. Look at the words wanted and mended. They end with a /t/ or /d/. Wanted sounds like /wantid/ and mended sounds like /mend id /. Note: Don't think about the spelling, only think about the final sound. For example, cough sounds like /kaf/. /f/ is unvoiced. Coughed is /kaf t /. *If you are not sure if a sound is voiced or unvoiced, put your hand on your throat when you say the sound. If it is voiced, you will feel a vibration, or movement, in your throat. If it is unvoiced, you will feel nothing in your throat. Check Your Understanding Choose the correct final sound for each word. 1. sounded a. /t/ b. /d/ c. /id/ 2. snowed a. /t/ b. /d/ c. /id/ 3. cleaned a. /t/ b. /d/ c. /id/ 4. fainted a. /t/ b. /d/ c. /id/ 5. laughed a. /t/ b. /d/ c. /id/ 6. raked a. /t/ b. /d/ c. /id/ 7. wounded a. /d/ b. /t/ c. /id/ 8. faxed a. /d/ b. /t/ c. /id/ 9. cooled a. /d/ b. /t/ c. /id/ Check Your Answers 1-c, 2-b, 3-b, 4-c, 5-a, 6-a, 7-c, 8-b, 9-a Listen
msmarco_doc_00_28395655
http://5minuteenglish.com/articles.htm
Articles on ESL Topics
Basics For Improving English Writing How to Improve Your English Level Taking Control of the English Language Basics For Improving English Writing So You Want to Speak Great English? Suggestions for Making It Happen More ESL Articles
Articles on ESL Topics How to Improve Your English Level Taking Control of the English Language Basics for Improving English Writing So You Want to Speak Great English? More ESL Articles How to Improve Your English Level By Steven Starry http://tx.english-ch.com/teacher/art/level-b/how-to-improve-your-english-level/ There are five points, number 1 is the most important. 5) Make English your hobby and have fun! Study at least two or three hours per week. Learn English through other activities: Reading – there are graded books in English for your level. Internet – begin with the activities on this website and on the links page. Songs in English - take your favorite songs, download the lyrics (the words) from Google and sing them again and again until your neighbors scream: “STOP!!”. DVDs – many films are also in English with subtitles in your language. Magazines – there are specialized magazines for English students. Travel – travel motivates you to improve your level because you need English for everything. 4) Be constant! Don’t stop for long periods of time such as in the summer and don’t do too much! It is also important to study at least 3 hours every week. To progress very well, you should study at least 5 hours per week. 3) Be as disciplined and organized as possible with your classes! Free conversation is necessary and so is more controlled speaking (in practice activities in class). However, it is better to balance conversation with other activities in your classes or outside of your classes. In a "one-to-one" class, you should do all of the homework, reading and vocabulary studying outside of your class and then comment on the homework in the class. It is very important for you to do the homework that your teacher assigns you and it is very important for you to be punctual to your classes. 2) Get a teacher or attend a class! It’s easier to be constant, disciplined and organized if you have a teacher. It’s more difficult to study English alone. Also, it is more difficult to learn how to “speak” English if you don’t have an English teacher to speak with. 1) It is your responsibility to reach (to get) your objectives! Learning English is your responsibility and not the responsibility of your teacher. You must have initiative in your classes! The teacher cannot learn or study English for you. For example, you often have to study and learn vocabulary alone. With point number one, you will develop all of the other points. If you apply these five points with long-term motivation, you will learn English or any language. Put simply: if you spend more time studying, you will learn more. If you are very interested, you will continue studying. Taking Control of the English Language by Steven David Bloomberg How can I speak English better? How can I communicate better in English? How can I express myself better in English? How can I listen to and understand English better? How can I improve? You speak English at an advanced level. You speak it fluently and you use it every day, yet you aren’t satisfied with your ability. You feel like you can’t express yourself the way you want to. When you can’t say what you want to say or need to say in the manner that you would like to, it might not leave you with the best feeling you could possibly have. There is only one thing to do about it. You must take control of the English language. What does taking control of the English language mean? It does not mean taking control of the entire language. It means taking control of the English language that is yours; the English language that you have. It means using the English that you already have to get more. It means taking responsibility for your own learning. You might tell yourself that you want to have private instruction with an English language tutor. That’s a good idea. However, there is something you should know and be well aware of. What happens during the time that you meet with an English language tutor is very important, but what happens during the time between your meetings with an English language tutor is even more important. The proactive steps that you take in order to improve have a direct effect on what it is you get out of the time and money that you spend with an English language tutor. In order to receive the maximum benefit possible for the money you spend on a tutor, you must dedicate a sufficient amount of time to studying between each lesson. Of course, the amount of time that anyone is able to dedicate to studying will vary, but nevertheless, it must be done. Furthermore, there are a number of things you should do leading up to the time that you decide to pick up the phone and make that call. So you ask, what is it that I need to do? What can I do on my own? You need to increase your vocabulary. You need to build your lexicon. You need to learn more idiomatic expressions. Does this mean studying vocabulary lists? No. Does that mean buying books that list idiomatic expressions in English and their meanings? That may or may not be helpful. Does it mean going to the Internet and studying idiomatic expressions that are listed at websites? Perhaps, but that wouldn’t be all. Does it mean learning the word of the day that is given by online dictionaries? No! You need to build a personal lexicon. You need to maintain a lexical notebook. You need to learn words and expressions that are interesting to you and will be useful to you. You need to learn words and expressions that are part of your environment. Where can you find these words and expressions? You can find them by listening to the radio, by listening to those that you speak with on a daily basis, and by even listening to those that you don’t speak with. You don’t have to converse with someone in order to listen to someone. Of course, you can find new words and expressions by choosing challenging reading material that is interesting to you: newspaper and magazine articles, books, short stories. In order to start building your new lexicon, I suggest starting by finding something to read. Now that you have chosen something interesting to read, here is what you need to do. You need to write down the words and expressions that you don’t understand. Take note of the page number and paragraph that the words or expressions are on as you read. After you are done reading, go back to the words and expressions that you didn’t understand and write them in your lexical notebook. Leave space to write an explanation or a definition. From the context, see if you can figure out what the words or expressions mean. After you have done this, go to a dictionary. For idiomatic expressions and phrasal verbs that you are unfamiliar with, I strongly recommend taking advantage of Cambridge Dictionaries Online. It is important that you practice these new words and expressions by writing your own sentences. This is helpful in incorporating them into your daily conversations and speaking habits. Don’t be overwhelmed by thinking you have to read a lot. Read what is good for you. If you come across too many words and expressions that you don’t recognize, it might be a good idea to find some less challenging reading material. What you read should be challenging, but it should not be so challenging that it might be discouraging. Listen to the news on the radio. Listen to talk shows. Generally speaking, radio announcers that report the news speak clearly, use good vocabulary, and also use idiomatic expressions. If you have a computer, you can listen to news reports from National Public Radio and the British Broadcasting Corporation (NPR and the BBC). You can usually find a RealPlayer link to listen to news stories from both of these resources. However, listening to the radio will suffice as well. If you can, it would be a good idea to record a ten to fifteen minute segment of a news show or any broadcast that might interest you. Take note of any words or expressions that sound unfamiliar to you. Write them down in your lexical notebook. If you were able to record what you listened to, listen to it again to see if you can figure out what the new words and expressions mean through the context that they are used in. If you are unable to figure out what something means, then by all means go to a dictionary. Once again, I suggest using Cambridge Dictionaries Online for a comprehensive overview of any single word. Cambridge Dictionaries Online is a very good resource in that it demonstrates how words are used in idiomatic expressions and phrasal verbs. Cambridge Dictionaries also point out any important secondary definitions that a word might have. Pay attention to what you hear wherever you go. If you are on a bus or a train, listen to what people say and how they say it. If you are in a supermarket, a shopping mall or any other public place where you can hear others speak, open your ears and try to listen. Take note of what you hear. Jot it down in a small pocket size notebook. Later, you can add it to your lexical notebook. If you pay attention, you are eventually bound to hear at least one word or one expression that is new to you. When you hear it, write it down. Find out what it means later. Learn it. Use it. When learning new words and expressions, it is important to take note of whether these words and expressions are used in an informal context or a formal context. Many words and expressions are used both formally and informally. If you aren’t sure of exactly how to use a new word or expression, you can try them out with work colleagues and friends. Find people to converse with. They may not be instructive in any way, but you can try out new ways to express yourself. You should also listen as closely as possible when you converse. Listen for anything that sounds different, new, or unfamiliar. If the circumstance permits, don’t be afraid to take out your pocket notebook and write it down. If you say something that isn't quite right, the person you are speaking with might take note of it and let you know. If you aren’t sure of something you said or would like to say, then ask about it. If you hear something and you don’t know what it means, ask about that as well. Some, or even many people, may not view themselves as “teachers” per se, but most native speakers of English should be able to assist you in this manner. I believe most people would be glad to help. It is of the utmost importance to not be afraid to ask questions. That’s part of taking control of the English language. That’s part of making the English language your language. English is not your first language, but there is no reason why it cannot be your language. Get a notebook. Get something to read. Find something to listen to on the radio. Take control of the English language now. An English Language Article by David Bloomberg Copyrighted 2003 Steven http://dictionary.cambridge.org/ If you've gone to some sites on the internet that have audio links and could not connect, it could be because you need this version of RealPlayer. It is RealOne player. I found it to be the case with me. I now have access to some audio links that I did not have before. Listening On the Internet http://www.npr.org/archives/ http://eslbears.homestead.com/Blank.html http://www.bbc.co.uk/radio/http://www.theenglishprofessor.com/alphal.htm http://eslbears.homestead.com/Basic.html http://www.englishlistening.com/ http://www.esl-lab.com/index.htm You can use the online dictionary in order to hear how a word is pronounced. http://encarta.msn.com/encnet/features/dictionary/DictionaryResults.aspx?search=alphabet Newspapers and Magazines on the Internet http://www.onlinenewspapers.com/index.htmhttp://www.actualidad.com/ http://www.time.com/time/ http://www.washingtonpost.com/ http://www.cbsnews.com/sections/home/main100.shtml http://www.nationalgeographic.com/ http://www.economist.com/ http://www.oneworldmagazine.org/cover.htm http://www.refdesk.com/ ESL/EFL Reading Resources on the Internet http://www.pbs.org/wnet/aaworld/reference/articles.html http://www.englishclub.com/reading/ http://ofcn.org/cyber.serv/resource/bookshelf/ http://web2.uvcs.uvic.ca/elc/studyzone/330/reading/index.htm http://www.eslgold.com/reading/exercises.html http://literacynet.org/cnnsf/week.html http://eslbears.homestead.com/Map_and_Directions~ns4.html Basics For Improving English Writing By Deborah Brooks Good writing starts with good ideas. If you write about things that you care about, you will write better. If you write about things that you don’t care about, you’ll be bored and your paper is likely to have few strong ideas. Even if you are writing from a prompt, a given topic, you can find some part of the topic that is interesting or important to you. Once you have a good idea, the next step is organization. Think through your paper before you start. Write an outline. You need to know what your main points are before you can write a good introductory paragraph. Use 2-4 main points, one paragraph each. Make sure they fit together and all relate to your topic. In the introduction, you can explain how they all relate and why they are important. Steps to Good Writing 1. Good idea 2. Good organization 3. Clear examples 4. Review Structure 5. Review Grammar In your central paragraphs, be concise and specific. Give examples with details, not just general ideas. If you can say the same thing with fewer words, do it! Many writers think that using lots of big words and starting every sentence with a complicated clause makes their writing seem better. Actually, it often just makes it harder to read. When you finish writing, look at your outline again. Did you really follow it or did it change as you wrote? Many times you find different ideas as you write. Look at your central paragraphs. What are their main ideas now? Are these ideas in the Introduction? I often rewrite the introduction to fit the paper after I finish writing. About Deborah Brooks Deborah teaches English writing by Internet. She has been teaching ESL writing in Oakland, California for over 10 years. She is now teaching on the Internet so that she can work with students from all over the world by Email. If you become her student, you write a short composition and send it by email. The teacher corrects your writing with many comments and sends it back to you with grammar or structure lessons as needed. You rewrite the paper and do the exercises. Your next assignment will be designed to address your individual writing problems. Each assignment is personalized to meet your needs. Many comments and corrections with long explanations will help you to improve your writing very quickly! Students can be high beginning to very advanced. Writing can be academic, personal or for business. Send her an email to see if she can help you! To learn more about Deborah's writing class, go to www.yourpersonaltutor.com So You Want to Speak Great English? Suggestions for Making It Happen By Sheri Summers Attending classes is only part of your English education. To become proficient in English you have to take responsibility and be active in acquiring it. You have to live and breathe English. How well you succeed is really up to you. Here are some suggestions for making English your own. Think of English as more like an art than a science - Many people study English as if it were a math or science. They often feel they are trying to solve a problem. Yes, you can study rules, but there are often more exceptions to the rules than there are rules. This doesn't mean you should study them, but language is living. It breathes, it moves, it grows, it changes. You have to learn to live it, to feel it in your soul. You have to make it your own. It has to become a part of you. It has to feel natural. Don't hold on to your dictionary so tightly - Your top priority in learning English should be to think in English. Our brains slow down when we are constantly translating English to and from our language. The first thing you should do is stop translating new words you hear directly into your native language. Most people immediately go to their electronic dictionaries when they come across something new. Don't do it! Try this instead: Try to understand the new word or phrase from context. The words and ideas around them should help you make a good guess. If you still don't understand... Ask someone to explain what it means in English. If you still don't understand... Consult an English-English dictionary *. If you still don't understand... Consult a dictionary in your own language. * I recommend using a paper English-English dictionary. Many teachers have noticed that their students remember words much longer when they are forced to search for them in the dictionary. Also, dictionaries in book form generally give more detailed examples than electronic dictionaries. Keep a list of new words and phrases in your own notes - Make your own vocabulary lists and review them often. Write sentences to help you remember what they mean. Use these new words and phrases in conversations and writings whenever you have a chance. The more you use the words, the more they become your own. Surround yourself in English- Listen to radio in English; watch TV and movies in English; read newspapers, magazines, books, and the internet in English; join a class, club, or any gathering that is conducted in English. The important thing is that you are around English as much as possible. When you spend time living a language, it comes to you more naturally like it does for a child. More ESL Articles Bilingual vs. ESL Business English Resources English Around the World History of the English Language Learn English Verb Tenses Find English Tutors & Tutoring Services List of English Idiomatic Expressions Free English Videos Tips for Teaching English as a Foreign Language English Grammar Lesson Plans Learn English with English Audio Books Books in English for ESL Students English Literature Books English for Kids Longest Word in the English Language How Can I Learn English? Why Learn English: 10 Reasons to Learn English Phonetic Alphabet for English Pronunciation English Conversation Practice English Spelling Practice Full Lists of English Words of Foreign Origin List of English Words ESL Worksheets Find ESL Activities & English Exercises Online English Placement Test Practice Free English Tests & ESL Quizzes Online English Help Where Can I Test My Knowledge of English Grammar? English Grammar Tenses: Past Continuous Tense, Past Progressive Tense What are the Basic English Grammar Rules? Online English Grammar Lessons English Grammar Reference and Exercises Free English Translation Online Best Free Online English Dictionary Learn English Free Online How to Learn to Speak English Online Best English Language Resources Free Learn to Speak English Lessons How to Speak English Fluently How to Speak English English for Beginners Tips for Learning & Improving English Study Tips for English Students Best English Speaking Course Best Free English Language Course Learn How to Speak American English Learn English as a Second Language (ESL) Learn Standard English Learning English - Grammar Online The Fun of Learning English! ESL Resources for Students and Teachers
msmarco_doc_00_28398012
http://5minuteenglish.com/bilingual-vs-esl.htm
Bilingual vs. ESL: Learn ESL vs. Bilingual Education
Bilingual vs. ESL: Learn ESL vs. Bilingual Education Bilingual vs. ESL ESL vs bilingual education—many people believe that both mean the same thing and can be used interchangeably. This is not the case. It is good to know what the differences are between bilingual vs ESL; knowing how they differ can help one choose the proper education for what they need. This article will help explain some of the differences so you can make an informed decision. In an ESL classroom, students who teach many different languages are all taught by the same teacher. The teacher only speaks English and is not required to speak the native language of any members of the class. In ESL classes in elementary school, non English speaking students are generally taken out of their regular classroom for a period of time to learn English. In middle and high school, students take an ESL class in place of an elective. All teaching is done in English. Students sometimes feel singled out and awkward when pulled out of regular classes to go to their ESL class. In a bilingual education classroom, all the students in the class speak the same language. The teacher also speaks the language. The way that a bilingual education class generally works is that the teacher teaches in both English and the students' native language, eventually switching over to teaching only in English. The switch over is done gradually to give the students time to adjust. Bilingual classes also are geared more toward having the students eventually speak both languages fluently and to hold on to their culture. Both ESL and bilingual education classes are a good way to learn English. Students from both do well learning the English language. In public schools, which class you take will most likely depend on which resources are available in your school. For adults, the class that you you will feel most comfortable in is the one you should choose. While some like having a teacher who can speak to them in their native language, others find being totally immersed in their new language helps them learn faster. It is an individual decision.
msmarco_doc_00_28417969
http://5minuteenglish.com/english-grammar-rules.htm
Rules of English Grammar: What are the Basic English Grammar Rules?
Rules of English Grammar: What are the Basic English Grammar Rules? What are the Basic English Grammar Rules? In any language there are basic rules the speaker or would be learner needs to understand before moving on to harder skills. English itself has basic rules that people need to follow for it to make sense to hearers and readers. Here are some basic English grammar rules that are easy to understand and easy to learn. Only use capital letters for proper nouns and at the beginning of a sentence. For every sentence there should be one noun and one verb. A sentence with more than one noun or verb is confusing to understand. When a sentence is complete use appropriate punctuation. There is no need to have dual punctuation when ending a sentence. If an apostrophe is needed make sure to use it to show ownership. An apostrophe is also used when words are abbreviated. Whenever writing multiple sentences about the same subject or line of thought, use paragraphs to divide long segments of writing. Should a line of thought require a list make sure to separate each article by a comma. Make sure case and number of the subject and the verb match. It the noun is singular the verb should be singular as well. When connecting two lines of thought in a sentence, use a conjunction to make things make better sense. If you have two lines of thought that are similar feel free to use a semicolon to combine them. Make sure to use the correct tense when writing or speaking English. Try not to end a sentence with a preposition. A conjunction word should not be used to start a sentence. Sentences should be complete thoughts and not fragments. Try not to use double negatives. Such as no not never. Make sure to use words correctly. Avoid repeating lines of thought in sentences. Make sure paragraphs are complete, having three to five sentences each. Rules of English grammar can be hard to understand, but not impossible. By following English grammar rules you will be proficient in writing and speech. Just stick to the basics, don’t try to fake your way through things.
msmarco_doc_00_28420272
http://5minuteenglish.com/feb28.htm
English as an International Language
English as an International Language English as an International Language Vocabulary to spread - to go everywhere in common - the same communicate - talk complicated - difficult artificial - not real Reading About one hundred years ago many educated people learned and spoke French when they met people from other countries. Today most people speak English when they meet foreigners. It has become the new international language. There are more people who speak English as a second language than people who speak English as a first language. Why is this? There are many reasons why English has become so popular. One of them is that English has become the language of business. Another important reason is that popular American culture (like movies, music, and McDonald's) has quickly spread throughout the world. It has brought its language with it. Is it good that English has spread to all parts of the world so quickly? I don't know. It's important to have a language that the people of the earth have in common. Our world has become very global and we need to communicate with one another. On the other hand, English is a fairly complicated language to learn and it brings its culture with it. Do we really need that? Scientists have already tried to create an artificial language that isn't too difficult and doesn't include any one group's culture. It is called Esperanto. But it hasn't become popular. But maybe the popularity of English won't last that long either. Who knows? There are more people in the world who speak Chinese than any other language. Maybe someday Chinese will be the new international language. Questions 1. What was the world language 100 years ago? Check your answer French 2. Which group is larger- people who speak English as a first language or people who speak English as a second language? Check your answer People who speak English as a second language. 4. What are two reasons English isn't a good international language? Check your answer It's complicated and it brings its culture. 5. What is Esperanto? Check your answer It's an artificial language. What might the future international language be? Check your answer Chinese???
msmarco_doc_00_28422584
http://5minuteenglish.com/jun3.htm
Reflexive Pronouns
Reflexive Pronouns Reflexive Pronouns Reflexive pronouns are these words: myself, yourself, herself, himself, itself, ourselves, yourselves, and themselves* Reflexive pronouns are used when the subject and the object in a sentence are the same person. For example: I hit myself with a hammer. John hit himself with a hammer. These sentences are not correct: X I hit me with a hammer. X John hit him with a hammer. (If John hit John.) But remember, when the subject and object are different people, use the regular object pronouns (me, you, he, she, it, us, and them**.) I hit her (Susan) with a hammer. John hit him (Jack) with a hammer. Check Your Understanding Use the the object to use a *reflexive pronoun or **object pronoun. Examples: A. Mary loves John. Mary loves him. B. Tony and Faye saw Tony and Faye in the mirror. Tony and Faye saw themselves in the mirror. 1. Jim asked Carrie about the dance. Jim asked about the dance. 2. The animal cleaned the animal with its tongue. The animal cleaned with its tongue. 3. David and Alex asked Mr. Jones for advice. David and Alex asked for advice. 4. You three kids will cut you three kids if you play with knives. You three kids will cut if you play with knives. 5. Lisa and I gave Lisa and I a present from the mall. Lisa and I gave a present from the mall. 6. Did Mrs. Nichols talk to you after class? Did Mr. Nichols talk to after class? 7. Mr. Nichols talked to Mr. Nichols after class. Mr. Nichols talked to after class. Check Your Answers 1-her 2-itself 3-him 4-yourselves 5-ourselves 6-you 7-himself
msmarco_doc_00_28424940
http://5minuteenglish.com/listening.htm
Listening
Listening Listening Lessons Dogs, Dogs, Dogs - Idioms and phrases using the word 'Dog'. Get the phone! - A listening exercise. Listen to the phone conversation and then answer the questions. Listening Exercise: The Birthday Party - A listening exercise. Listen to the conversation and then answer the questions about the birthday party. Listening Exercise: The Fishing Spot - A listening exercise. Listen to the conversation and then answer the questions about the fishing spot. Listening Exercise: Asking about Restaurants - A listening exercise. Listen to the conversation and then answer the questions about the restaurant. Listening Exercise: The Weather's Great! - A listening exercise. Listen to the conversation and then answer the questions about the weather. Listening Exercise: What do you like to do? - A listening exercise: Listen to the conversation and then answer the questions. Listening Exercise: Movies - A listening exercise. Listen to the conversation and then answer the questions regarding the movies. Listening Exercise: Chores - A listening exercise. Listen to the conversation and then answer the questions about the family's chores. Listening Exercise: The Job Interview - A listening exercise. Listen to the conversation and then answer the questions about the job interview. Listening Exercise: The New Apartment - A listening exercise. Listen to the conversation and then answer the questions about the new apartment. Listening Exercise: Let's Take a Picture - A listening exercise. Listen to the conversation and then answer the questions about the picture. Listening Exercise: In a Hotel - A listening exercise. Listen to the conversation and then answer the questions regarding the hotel. Listening Exercise: Shopping for Clothes - A listening exercise. Listen to the conversation and then answer the questions about shopping for clothes Listening Exercise: Telephone Call to a Business - A listening exercise. Listen to the conversation and then answer the questions based on the telephone call. Listening Exercise: A Thief in the Night - A listening exercise. Listen the conversation and then answer the question about the thief in the night. English Listening Practice - Listening skills are an essential part of any language. Learn the best ways to practice speaking English. My favorite Spanish language resources on an ESL website with scrambled exercise like activities. I love this ESL website! More scrambled exercise to add to your Spanish Language resources list. Another Spanish language resources for scrambled exercise challenges on this ESL website.
msmarco_doc_00_28426676
http://5minuteenglish.com/mar20.htm
Use to/ Used to
Use to/ Used to Use to/ Used to There is a little confusion on how to use the words use to and used to. One reason for the confusion is that it is sometimes used as a verb, and sometimes used as an adjective. The other reason is because it seems like the tense changes. It's really quite simple when you look at it. Used as an adjective. Use to be + used to. This means to be accustomed to. For example- I can study with the TV on. I am used to it. It means I am accustomed, adjusted, or don't mind having the TV play while I'm studying. Or another example- Tim had a hard time living in Tokyo. He wasn't used to so many people. Tim didn't have experience being with big crowds of people before. Used as a verb. Use to + verb is a regular verb and means something that happened but doesn't happen any more. It uses -ed to show past tense. But since it always means something that happened in the past, it should always use past tense. For example- I used to go to school in Paris. (I went to school there before, but now I don't.) Or, When Joshua was a child, he used to climb trees. (Now he doesn't climb trees.) Remember, we always use this word when talking about the past. So when do you use use to without the d at the end? When the base form of the verb is used. Look at these examples- She didn't use to swim before noon. (Now she does swim before noon.) Or Did your father use to ride a horse? In these cases the past tense is shown with the did and didn't. You try... Use the correct form of use to. Decide if it is an adjective or verb. If it is a verb, does it use the base form of the verb, or does it need -ed? 1. Karen play with dolls. Check your answer. used to (verb) 2. Sheila wasn't having to cook for herself. Check your answer. used to (adjective) 3. Did Todd go skiing in the Alps? Check your answer. use to (verb) 4. I never get up so late. Check your answer. used to (verb) 5. His dog is staying home alone all day. Check your answer. used to (adjective) 6. We didn't use to fight like this. Check your answer. use to (verb) 7. I wonder if you will ever be working so hard. Check your answer. used to (adjective) 8. She didn't sing so well, did she? Check your answer. use to (verb) 9. Herbert play basketball after school. Check your answer. used to (verb) 10. They aren't staying out so late. Check your answer. used to (adjective)
msmarco_doc_00_28429433
http://5minuteenglish.com/mar25.htm
American Words/ British Words
American Words/ British Words American Words/ British Words As you know, even though North America and Great Britain share the same language, some words are completely different. Here are some of the most common differences. American Word British Word Flashlight Torch Gas Petrol Soccer Football Cookie Biscuit Diaper (on a baby) Nappy (on a baby) Can (of food) Tin (of food) Elevator Lift Truck Lorry Hood (of a car) Bonnet (of a car) Trunk (of a car) Boot (of a car) Eraser Rubber Check Your Understanding Can you fill in the blanks without looking back? 1. In North America, a person drives a truck down the road. In Great Britain, a person drives a . Check your answer. lorry 2. In Great Britain, the front of a car is called a bonnet. In North America, the front of a car is called a . Check your answer. hood 3. In North America, the back of the car has a trunk. In Great Britain, the back of the car has a . Check your answer. boot 4. In Great Britain, people put petrol in their cars to make them go. In North America, people put in their cars. Check your answer. gas 5. In North America, babies wear diapers before they learn to use the toilet. In Great Britain, babies wear . Check your answer. nappies 6. In Great Britain, food can be bought in tins. In North America, food is bought in . Check your answer. cans 7. In North America, people eat cookies. In Great Britain, the same things are called . Check your answer. biscuits 8. In Great Britain, people play football. In North America, the game is called . Check your answer. soccer 9. In North America, you can see in the dark if you use a flashlight. In Great Britain, you use a to see in the dark. Check your answer. torch 10. In Great Britain, you go up the building in a lift. In North America, you use an . Check your answer. elevator 11. In North America, when you make a mistake with a pencil, you can erase it with an eraser. In Great Britain, you use a . Check your answer. rubber
msmarco_doc_00_28431959
http://5minuteenglish.com/mar27.htm
Using Die, Died and Dead
Using Die, Died and Dead Using Die, Died and Dead No, I'm not trying to talk about a strange subject. It is just that I have heard a lot of people use these words wrong. So I would like to give you some help so you can make sure to always use them right. The picture to the left is of dice. One piece is called a die, more than one are called dice. We use dice to play games. Die is also a verb. It is the base form of the verb and present tense. It means when a life is finished. So, you could say- Someday everyone will die. Or I don't want to die. The past tense of die is died. You could say The dog died. Or My grandfather died last year. Dead is an adjective. It describes a noun. For example- That is a dead mouse. Or The monster is dead. Note: Another (more polite or respectful) way to say die is pass away. For example, instead of saying My grandfather died last year, you could say My grandfather passed away last year. Check Your Understanding Fill in the blanks with die, died or dead. Check your answers by clicking on the arrow below. 1. I hope my fish doesn't . 2. Oh no! My fish . 3. My fish is . 4. I have a fish. 5. All of us are born and all of us will someday. 6. My grandmother about 4 years ago. 7. The bug was when I saw it. Check your answers 1. die, 2. died, 3. dead, 4. dead, 5. die, 6. died, 7. dead
msmarco_doc_00_28434105
http://5minuteenglish.com/may29.htm
Using because to connect sentences
Using because to connect sentences Look at this sentence: Alice went shopping. Why? She needed to buy bread. Now let's use because to put the two sentences together. Alice went shopping because she needed to buy bread. We can also say it another way: Because she needed to buy bread, Alice went shopping. Notice that when you use because at the beginning of the sentence, you must use a comma (,) after the first part (which is called the adverb clause.) One more: I like butterflies. Why? They are pretty. I like butterflies because they are pretty. Because they are pretty, I like butterflies. Now You Try... Rewrite the sentences connecting them with because in the middle and at the beginning. 1. Tommy doesn't like school. The other children tease him. Check Your Answers Tommy doesn't like school because the other children tease him. Because the other children tease him, Tommy doesn't like school. 2. Michael works hard. He needs to earn money. Check Your Answers Michael works hard because he needs to earn money. Because he needs to earn money, Michael works hard. 3. Jennifer eats chocolate everyday. She likes it. Check Your Answers Jennifer eats chocolate everyday because she likes it. Because she likes it, Jennifer eats chocolate everyday. 4. All of the employees will have a party. It's the boss' birthday. Check Your Answers All of the employees will have a party because it's the boss' birthday. Because it's the boss' birthday, all of the employees will have a party.
msmarco_doc_00_28435600
http://5minuteenglish.com/oct29.htm
History of Halloween
History of Halloween History of Halloween Halloween falls on October 31st each year in North America and other parts of the world. What do you know about Halloween? Do you celebrate it in your country? Here is a little history about it. Vocabulary to evolve (v) - to change little by little spirit (n) - ghost, some people believe the spirit and body separate when a person dies holy (adj) - sacred, very good, related to religion. Hallow comes from the word holy. saint (n) - an honored, holy person evil (adj) - very, very bad lantern (n) - lamp or enclosed light that can be carried around turnip (n) - a purple and white vegetable that grows in the ground Like many other holidays, Halloween has evolved and changed throughout history. Over 2,000 years ago people called the Celts lived in what is now Ireland, the UK, and parts of Northern France. November 1 was their New Year's Day. They believed that the night before the New Year (October 31) was a time when the living and the dead came together. More than a thousand years ago the Christian church named November 1 All Saints Day (also called All Hallows .) This was a special holy day to honor the saints and other people who died for their religion. The night before All Hallows was called Hallows Eve. Later the name was changed to Halloween. Like the Celts, the Europeans of that time also believed that the spirits of the dead would visit the earth on Halloween. They worried that evil spirits would cause problems or hurt them. So on that night people wore costumes that looked like ghosts or other evil creatures. They thought if they dressed like that, the spirits would think they were also dead and not harm them. The tradition of Halloween was carried to America by the immigrating Europeans. Some of the traditions changed a little, though. For example, on Halloween in Europe some people would carry lanterns made from turnips. In America, pumpkins were more common. So people began putting candles inside them and using them as lanterns. That is why you see Jack 'o lanterns today. These days Halloween is not usually considered a religious holiday. It is primarily a fun day for children. Children dress up in costumes like people did a thousand years ago. But instead of worrying about evil spirits, they go from house to house. They knock on doors and say "trick or treat." The owner of each house gives candy or something special to each trick or treater. Happy Halloween! Check Your Understanding True or False. Check your answers below. 1. The Celts thought the spirits of dead people returned to the earth on October 31st. True False 2. The Celts created All Hallows. True False 3. All Hallows is on October 31st. True False 4. The word Halloween comes from the word Hallows eve. True False 5. A thousand years ago Europeans wore costumes to get candy. True False 6. Americans still carve turnips to use as lanterns. True False 7. Today Halloween is especially for children. True False 8. Children get candy by saying "trick or treat." True False Answers 1-T 2-F 3-F 4-T 5-F 6-F 7-T 8-T
msmarco_doc_00_28437271
http://5minuteenglish.com/resources/using-punctuation.html
Using Punctuation
Using Punctuation Using Punctuation
Using Punctuation Using Punctuation Punctuations are symbols that are used in various languages to organize sentence structures, and indicate the vocal rhythm and emphasis of words, phrases, and sentences. The most commonly used punctuations in the English language are period, comma, colon, semicolon, apostrophe, question mark, exclamation mark, dash, hyphen, and parentheses. 1) Period [.]: The period is the most basic punctuation mark. Its function is to separate one sentence from another. It should be used at the end of a complete sentence. a) Paris is the capital of France. b) He was born in Hungary, but now he lives in England. The period is also used to show that certain words are abbreviated. a) He works from 9 a.m. to 5 p.m. b) There are a lot of places to visit in the U.K. 2) Comma [,]: The comma is usually used to separate words, phrases, or part sentences. a) Mary bought a t-shirt, a pair of jeans, and a handbag. b) He came home, changed his clothes, and went out with his friends. c) When he was driving to work, he realized that he left his briefcase at home. An insertion in a sentence has to be enclosed in commas. a) Queen Elizabeth II, the reigning queen of England, is making a royal visit to Australia. Commas are also used after interjections such as “yes”, “no”, and “please”. a) Yes, I think we have met before. 3) Colon [:]: The function of the colon is to expand a sentence and make it more elaborate. For instance: a) There are many different types of fruits in the basket: apples, pears, bananas, oranges, melons, and others. b) One thing is for sure: he is not going to concede defeat. 4) Semi-Colon [;]: The semi-colon is used to combine two closely related sentences into one sentence when a period or a connecting word with a comma seems inappropriate. a) I took the children to the zoo today; they haven’t been there before. b) This is the final test; every other requirement has been met. Semi-colons are also applied in sentences that are already separated with commas. a) David has three children, and they are Jane, who is seven years old; Bill, who is four years old; and Joseph, who is two years old. 5) Apostrophe [‘]: The apostrophe is usually used with an “s” to denote possession. When a noun does not end with the letter “s”, the apostrophe has to be followed by an “s” (‘s). For plural nouns or names that end with “s”, only the apostrophe has to be added. a) George’s book b) children’s toys c) people’s lives d) kings’ treasures e) James’ mother An apostrophe is also used to join two words together. a) It’s raining. b) He wouldn’t tell the truth. c) They aren’t going to the mall. d) She’ll never believe you. 6) Question Mark [?]: A question mark is used at the end of a sentence to indicate that a question is being asked. a) Are you leaving now? b) How are you going to solve the problem? 7) Exclamation Mark [!]: An exclamation mark is used to make a sentence more emphatic. It can indicate warning, excitement, astonishment, or disgust. a) Look out! b) Oh, my God! c) How wonderful! d) I hate you! e) That’s fantastic! 8) Dash [-]: A dash is used to denote a pause or a change of thought in a sentence. a) The performance was impressive – a really great show. b) The necessary preparations – the food, costumes, and decoration – are all made. c) The job was supposed to take only ten minutes – maybe even five – but he took half an hour to complete it. 9) Hypen [-]: The hyphen is used with prefixes and suffixes for many different purposes. a) re-enact b) pre-war c) anti-government d) ex-husband e) president-elect f) self-improvement g) multi-purpose h) all-conquering Hyphens are also used to create compound words and join numbers to express quantity. a) father-in-law b) stand-in c) on-site d) up-to-date e) devil-may-care f) twenty-two g) fifty-eight Hyphens can also join a number and a word. For example, 5minuteenglish will become 5-minute English. 10) Parentheses [ ( )]: Parentheses are used to provide explanation, comments, translation, or include dates. a) I went skydiving (which was my first time) with my friends last weekend. b) The growth rate of the US population (currently about 300 million) is slowing down in recent years. c) The town of Jerez is well-known for its bodegas (wine shops). d) Thomas Edison (1847 – 1931) was a prolific American inventor.
msmarco_doc_00_28440532
http://5minuteenglish.com/why-learn-english.htm
Why Learn English: 10 Reasons to Learn English
Why Learn English: 10 Reasons to Learn English Why Learn English: 10 Reasons to Learn English There are many reasons to learn English, but because it is one of the most difficult languages to learn it is important to focus on exactly why it is you want to learn English. Here we will look at ten great reasons why English is so important. Post this list somewhere you can see it and it will montivate you to keep going even when you are tired of trying to figure out which witch is which! English is the most commonly used language among foreign language speakers. Throughout the world, when people with different languages come together they commonly use English to communicate. Why learn English when it is so difficult? Well, knowing English will make you bilingual and more employable in every country in the world. Despite China, the United States is still a leader in technical innovation and economic development. English is used in the United States and in each of these fields. English is commonly spoken throughout much of the world due to Great Britian’s expansion during the colonial age. People in Australia, New Zealand, Canada, parts of Africa, India, and many smaller island nations speak English. English is the commonly adopted second language in Germany, Norway, Sweden, Denmark and the Netherlands. Speaking English opens these countries and cultures up to you. Another reason why English is so important is that it is the language of science. To excel in science you need to know English. English is based on an alphabet and, compared to Chinese, it can be learned fairly quickly. English is also the language of the Film Industry and English means you no longer have to rely on subtitles. In the United States, speaking English immediately opens up opportunities regardless of your ethnicity, color, or background. Learn English and you can then teach your children English -- or if they are already learning, you can now communicate with them in English. English speakers in the United States earn more money than non-English speakers. Learning English will open your job prospects and increase your standard of living.
msmarco_doc_00_28445311
http://5minutesofrum.com/substitutions/
Substitutions — 5 Minutes of Rum
Rum substitutions Silver Puerto Rican rum Gold Puerto Rican rum Gold Virgin Islands rum Barbados rum Gold Jamaican rum Dark Jamaican rum Demerara rum Dark rum (non-Jamaican): Overproof rum, specifically "151 class" overproof Agricole rum (Rhum Agricole) Blanc Agricole rum (Rhum Agricole) Vieux ("old", or aged)
Substitutions — 5 Minutes of Rum Rum substitutions I've been asked on a couple of occasions about rum substitutions for cocktail recipes. For instance, if a recipe calls for Gold Puerto Rican rum, what sorts of rums will fit the bill? Similarly, if a recipe calls for something specific that you may not have on hand, such as Appleton VX, what can be used in its place? This is not an exhaustive list though I endeavor to update it as I try new rums. This general information is also available via Beachbum Berry's books, and other locations online. Silver Puerto Rican rum The clear sibling of Gold Puerto Rican Rum, silver Puerto Rican rum ( discussed in E2 of 5 Minutes of Rum) is also a Spanish (or Cuban) style rum. And like the gold, it's typically a relatively dry, column-distilled rum with some amount of aging. I typically use Don Q Cristal or Cruzan Aged rum. Bacardi Superior is the market leader in this category, but there are several well-regarded options available. Cruzan Aged (US Virgin Islands) Don Q Cristal (Puerto Rico) Flor de Caña 4 Extra Dry (Nicaragua) Montanya Plantino Light Rum (US) Ron Matusalem Plantino (Dominican Republic) Cana Brava (Panama) Gold Puerto Rican rum Like it says on the tin, amber colored rum from Puerto Rico, therefore a Spanish (or Cuban) style rum, such as Bacardi Gold or Don Q Añejo. Typically a relatively dry, column-distilled rum with some amount of aging. I typically substitute Cruzan Aged Amber rum, a Spanish-style rum from the US Virgin Islands. If you want to go up the ladder a little, try Ron del Barrilito Two Star. Cruzan Aged Amber (US Virgin Islands) Don Q Gold (Puerto Rico) Don Q Anejo (Puerto Rico) Ron del Barrilito Two Star (Puerto Rico) Flor de Caña Gold 4 (Nicaragua) Ron Barcelo Anejo (Dominican Republic) Gold Virgin Islands rum Very similar to Gold Puerto Rican Rum, so much so that it's the perfect substitute for Gold Puerto Rican rums (see entry above). A relatively dry, column-distilled Spanish-style rum with some amount of aging, but a very light body compared to aged Spanish-style gold rums. I normally stock Cruzan Aged rum at home as it's readily available. Cruzan Aged (US Virgin Islands) Don Q Gold (Puerto Rico) Don Q Anejo (Puerto Rico) Flor de Caña Gold 4 (Nicaragua) Barbados rum Amber, medium-bodied rum from the island of Barbados. I discussed one of my favorites, Plantation Grande Reserve 5 year in episode 1. There are many good rums in this category. Barbados rums tend to be a little more flavorful than Gold Puerto Rican rums because they're an English-style rum. In a pinch you could swap a Gold Puerto Rican rum for a gold Barbados rum, but the cocktail won't taste exactly as intended by the creator. When your recipe calls for Barbados rum, reach for one of these: Planation Grande Reserve 5 year Mount Gay Eclipse Doorly's XO R.L. Seale 10 year Gold Jamaican rum An English-style rum from the island of Jamaica. Usually a combination of pot and column distilled and then aged. Jamaican rums have a distinct essence that usually manifests itself as someone saying it has a "funkiness". Appleton rules this category in the US, for they represent most of the commonly-found Gold Jamaican rums on US shelves. For more information on this category, check out E6 of 5 Minutes of Rum . JWray & Nephew Gold Appleton Signature, formerly known as V/X (my default) Appleton Reserve Appleton 12 year Smith & Cross - Your mileage may vary on this substitution. This is one of my favorite rums in any category, but it's overproof (114) and very distinctive so it'll alter the flavor of the cocktail it goes into so experiment with it. I use it in Mai Tais and Navy Grogs to great effect. Plantation Xaymaca Doctor Bird Dark Jamaican rum Episode 3 of 5 Minutes of Rum is an introduction to this deep-bodied style of rum from Jamaica. Myers owns the category and is the easiest to find, though my personal preference is Plantation Xaymaca (better flavor) or Coruba (better color). Plantation Xaymaca (technically a gold Jamaican, but I deploy it as though it was a Dark Jamaican rum) Coruba Myers's Blackwell Demerara rum One of the holy grail rums in vintage tropical cocktail recipes. Full bodied, dark caramel color, and a touch of smokiness. Lemon Hart is the go-to name, though distribution comes and goes in the US. All Demerara rum comes from Demerara Distillers Limited (DDL) in Guyana. They sell bulk rum to others and market their own line under the name El Dorado. The El Dorado rums are quite good and readily available. Stick to El Dorado 8 or 12 for mixing (though slip in the 15 when you're feeling fancy). Hamilton 86, from Ministry of Rum creator Ed Hamilton, is currently my go-to Demerara mixing rum. Outside of the US there are a larger number of merchant bottlings of Demerara rum. I regretfully have tried none of them. Lemon Hart 80. Hamilton 86 El Dorado 5 (go for the 8 if you can find it, the 5 is light in the characteristics of this category). El Dorado 8 El Dorado 12 El Dorado 15 El Dorado 21 - Don't mix this one. Enjoy it neat. Skipper demerara rum Pusser's Navy rum - see disclaimer* * In a pinch and can't find one of the above "full Demerara" rums? While not 100% Demerara, Pusser's Navy rum contains a blend of 5 rums hailing from Trinidad and Guyana. The Guyanese component contains some distillate from the fabled the Port Mourant double wooden pot still of DDL. So while not an exact swap, it's absolutely in the family and Pusser's (as of February 2016) seems to have stable distribution in the US. Dark rum (non-Jamaican): This is sort of a nebulous term; this section deserves a revamp for more distinction. But until then...these are fuller bodied rums, similar in appearance to Dark Jamaican rums, but are not straight substitutes for Dark Jamaican rum. That's not to say you can't swap them out, but you'll be altering the recipe and may need to tweak it further to retain balance in your cocktail. Kōloa makes one such dark rum: Kōloa Kauai Dark Hawaiian Rum. I find it to have more prominent spice notes (but not to be confused with their actual spiced rum - maybe just listen in to E22 for more detail on that). Another very good dark, but not really Jamaican, rum is Plantation Original Dark rum, featured in episode 19 . Kōloa Kauai Dark Hawaiian rum Plantation Original Dark rum Angostura 1919 Lost Spirits Navy rum Lost Spirits Polynesian rum Pusser's Navy rum Denizen Merchant's Reserve (as of August 2014, my go-to rum for a Trader Vic's style Mai Tai) Overproof rum, specifically "151 class" overproof This category can be a bit of a can of worms. Lemon Hart 151: In the realm of classic Donn Beach tiki drinks, the overproof you need is Lemon Hart 151. It is a dark, smoky overproof Demerara English-style rum. At the time of this update (April 2015), Lemon Hart 151 remains unavailable in the United States. About 3-4 years ago, the last of the old "yellow label" Lemon Hart went off the market. After a dry spell, Lemon Hart 151 was re-introduced courtesy of Ed Hamilton of the Ministry of Rum who distributed it for the producer here in the US. The label was updated to a different look (red, more scripting on the letters). This was, by and large, the same rum and was perfectly suited for your 1934 Zombies. For more information, please see episode 9 of this here podcast. In the May of 2014, word got out that Lemon Hart 151 was being taken off of the US market "until mid-2015" by the owner of the brand (not Ed Hamilton). If you see a bottle, grab a bottle. As of 2017, Lemon Hart has returned to the US market with their signature 151, as well as a reformulated 80 proof and a spiced rum. The new new Lemon Hart 151 is a good pickup. Hamilton 151 Overproof: Ed Hamilton, who has recently been bottling his own line of rums, now has an overproof demerara rum to market called " Hamilton 151 Overproof ", distilled and aged on the banks the Demerara river. Mr. Hamilton understands the importance of Lemon Hart 151, and this rum is the real deal - as close as possible to Lemon Hart 151 (maybe slightly improved, depending on your taste). This is the primary (and only accurate) substitute for any recipe calling for "Lemon Hart 151". Ask your local liquor store for it by name. If you cannot get a bottle of Lemon Hart 151 or Hamilton 151 Overproof, here are your available options. Note you'll get the proof and the color, and some of the body, but not the full flavor: Goslings 151 Plantation OFTD: An all-star tiki cocktail cabal helped Alexander Gabriel, master blender from Pierre Ferrand and Plantation Rum, develop this blend of rums from Guyana, Jamaica, and Barbados. Coming in at 138 proof, it's a shade below 151 but you won't notice it when you mix it into the old classics that call for Lemon Hart 151. A fine pick-up for your home bar. For non-Lemon Hart 151 applications, there are some good overproof options. Please don't bother with Bacardi 151 (July 23,2017: Bacardi is no longer on the market), even as ignition fuel for flaming drinks. Rather than soaking a sugar cube or crouton in 151 prof rum, soak it in lemon extract. You'll get a much better flame. Lost Spirits Cuban-Inspired 151 - this is a fantastic rum that will challenge what you expect from an overproof rum. While not a Lemon Hart 151 substitute, you can substitute it anyway in recipes that call for LH151 and get very good (just not identical) results. Cruzan 151 - this is a good light Spanish-style overproof that I'd use in recipes that call for Bacardi 151. Don Q 151 - similar to Cruzan 151. Agricole rum (Rhum Agricole) Blanc Rhum agricole is the designation given to the spirits made from sugar cane on the island of Martinique. The process for producing rhum agricole on Martinique is governed and defined by an AOC, the Appellation d'Origine Contrôlée. Ok, technically you can have a rhum from Martinique that does not adhere to the AOC and therefore cannot use that labeling. But the good ones are labeled with the AOC designation so for the conversation here I'll consider all agricole rhum from Martinique as adhering to the AOC. Agricole rhum from Martinique is made from pressed sugar cane juice rather than molasses, which imparts more of the soil/land into the spirit. This is the biggest distinction from other styles of rum. The "blanc" rhum agricole is un-aged, though it may have rested (n a vat) for a period of time before being bottled. This rum is your best bet for a 'ti punch. Rhum agricole can be hard to find in chain liquor stores, but it's worth seeking out. In terms of substitution, the closest style would be the Barbancourt rhums from Haiti as they follow a similar French lineage as Martinique rhums and are also distilled from cane juice rather than molasses. It's not a straight substitution, but you can get some of the same characteristics from Barbancourt. Rhum JM Blanc Clément Premiere Canne Clément Canne Bleue Rhum Barbancourt Blanc Agricole rum (Rhum Agricole) Vieux ("old", or aged) Everything from the section previous applies, with the addition of aging in a barrel. After aging rhum agricole blanc in a barrel for 3 years, the AOC says it can be labeled "vieux", or "old". These are generally smoother than their blanc counterparts while still retaining the characteristics that define an agricole rum and they're golden in color. They're excellent paired with a Jamaican rum in a Trader Vic's Mai Tai and really shine in a classic recipe from Donn Beach, the 3 Dots and a Dash. They're also very nice sipping rums. Similar to the note on agricole blanc: in terms of substitution, the closest style would be the Barbancourt rhums from Haiti as they follow a similar French lineage as Martinique rhums and are also distilled from cane juice rather than molasses. It's not a straight substitution, but you can get some of the same characteristics from Barbancourt. Rhum JM VSOP Rhum JM XO St. James Royal Ambre St. James Hors 'd Age Clément Select barrel Clément VSOP Clément Single Cask Niessen 42 Niessen 45 Rhum Barbancourt 5 Star (8 year) Rhum Barbancourt Estate Reserve (15 year)
msmarco_doc_00_28447655
http://5newsonline.com/2014/07/29/new-rules-for-school-shots-in-arkansas/
New Rules For School Shots in Arkansas | 5newsonline.com
New Rules For School Shots in Arkansas New Rules For School Shots in Arkansas BENTON COUNTY (KFSM) – Students will need several shots this school year after the Arkansas Health Department announced new immunization requirements. Don... Immunization Requirements:
New Rules For School Shots in Arkansas | 5newsonline.com Fort Smith/Fayetteville News | 5newsonline KFSM 5NEWS | Get the local news and weather where you live from 5NEWS. Covering Fort Smith, Fayetteville, Bentonville, and all of Northwest Arkansas and the River Valley. Back To School New Rules For School Shots in Arkansas BENTON COUNTY (KFSM) – Students will need several shots this school year after the Arkansas Health Department announced new immunization requirements. Don... This video file cannot be played. (Error Code: 102630) Author: Jocelyne Pruna Published: 6:24 AM CDT July 29, 2014 Updated: 7:02 AM CDT July 29, 2014 BENTON COUNTY (KFSM) - Students will need several shots this school year after the Arkansas Health Department announced new immunization requirements. Donna Johnson, registered nurse and clinic coordinator, said the Benton County Health Department has doubled their appointments for shows, seeing about 50 students a day. "They will be informed if they come to school this year and they don't have all of their vaccines," Donna said, "They usually have about 30 days." "We are trying to impress upon our parents to get these vaccines this summer whole we are less busy," Johnson said. "We are starting to pick up now already." The Tdap shot against whooping cough is required for students who will be 11 years of age before Sept. 1, according to the health department. Whooping cough has been on the rise in the last few years. The health department state that there were 466 cases of whooping cough in 2013 in Arkansas, up from 80 cases in 2011. The requirements are for students in private and public school. "We are going to see here how this all pans out," Johnson said. "If the schools see when things get started that there are a lot of kids that still haven't had their vaccines, we'll be discussing with the school and decide when and if we're having the need for extended hours or mass clinics." The shots are available through local health units and primary care doctors. Parents need to bring their insurance and if they don't have any, the local health department will provide the vaccines for free or at a reduced cost. Immunization Requirements: Kindergarten and Grade 1: students need one Hepatitis A shot that was given on or after their first birthday. Kindergarten through Grade 12: students need to complete a series of three polio shots. One of the shots must have been given on or after the student’s fourth birthday. Grade 7: students need a meningococcal shot. Students turning age 16 years on or before September 1 regardless of their grade will also need a meningococcal shot of they have not already had one. If they have had one prior to turning 16, they will need a second shot. Students turning age 16 years on or before September 1 will have until October 1 to meet this new requirement. Grades 1 through 12: students need to have completed a series of four DTaP shots with one given on or after the student’s fourth birthday. Only three DTaP shots are required if the student did not receive any before age 7 years. The DTaP shot is the pertussis shot for young children. It also protects against tetanus and diphtheria. Kindergarten through Grade 12: students need to complete a series of two varicella shots. Varicella is also called chickenpox. History of disease can be provided in lieu of getting the shot, but only if it is reported by a medical professional. Source: Arkansas Health Department
msmarco_doc_00_28460423
http://5newsonline.com/2014/11/13/hunter-kills-mountain-lion-in-bradley-county/
Hunter Kills Mountain Lion South Of Warren | 5newsonline.com
Hunter Kills Mountain Lion South Of Warren Hunter Kills Mountain Lion South Of Warren LITTLE ROCK (KFSM)- A deer hunter shot and killed a mountain lion Saturday (Nov. 8) morning near Hermitage in Bradley County, according to a post on the Arkansa...
Hunter Kills Mountain Lion South Of Warren | 5newsonline.com Fort Smith/Fayetteville News | 5newsonline KFSM 5NEWS | Get the local news and weather where you live from 5NEWS. Covering Fort Smith, Fayetteville, Bentonville, and all of Northwest Arkansas and the River Valley. Back To School Hunter Kills Mountain Lion South Of Warren LITTLE ROCK (KFSM)- A deer hunter shot and killed a mountain lion Saturday (Nov. 8) morning near Hermitage in Bradley County, according to a post on the Arkansa... arkansas mountain lion Author: 5NEWS Web Staff Published: 5:26 PM CST November 13, 2014 Updated: 11:25 AM CST November 14, 2014 LITTLE ROCK (KFSM)- A deer hunter shot and killed a mountain lion Saturday (Nov. 8) morning near Hermitage in Bradley County, according to a post on the Arkansas Game and Fish Commission Facebook page. The mountain lion was a male, weighing 148 pounds. The last time a mountain lion had been killed in Arkansas was in 1975 in Logan County. According to the post, the hunter, Douglas W. Ramer, 62, of Bastrop, Louisiana, told wildlife officers, the mountain lion was approaching his deer stand and Ramer felt threatened. Per Arkansas Game and Fish Commission regulations, non-game wildlife, with the exception of migratory birds and endangered species, that present a reasonable threat to people or property may be shot during daylight hours or trapped without a depredation permit. Ramer, who was hunting on private property, reported the incident to wildlife officers Wednesday (Nov. 12). So far, he has not been charged with violating regulations, but officers are investigating. The mountain lion carcass was given to Arkansas Game and Fish Commission biologists. Hair from the animal will be sent to a laboratory in Montana for DNA testing, which can often show an animal’s area of birth. Mountain lions, which are also known as pumas and cougars, lived throughout Arkansas until about 1920. The Arkansas Game and Fish Commission offered bounties and hired trappers to control predator populations between 1927 and 1929. More than 250 wolves and 420 bobcats were killed, but no mountain lions were brought in. There have been five confirmed sightings of mountain lions in Arkansas in the last five years, although a breeding population has not been verified. “I would expect, over the course of the next several years, that we’ll be seeing more mountain lions in the state,” said Myron Means of the Arkansas Game and Fish Commission. “Over the past decade, the Missouri Department of Conservation has seen an increase in mountain lion sightings and I would expect Arkansas will probably follow suit.” A few mountain lion sightings have also been reported in Oklahoma and Louisiana in recent years.
msmarco_doc_00_28464429
http://5newsonline.com/2015/11/02/picher-oklahoma-the-biggest-environmental-disaster-youve-never-heard-of/
Picher, Oklahoma: The Biggest Environmental Disaster You’ve Never Heard Of | 5newsonline.com
Picher, Oklahoma: The Biggest Environmental Disaster You’ve Never Heard Of Picher, Oklahoma: The Biggest Environmental Disaster You’ve Never Heard Of PICHER, Okla. (KFSM) — The town of Picher, Oklahoma may be the biggest environmental disaster you’ve never heard of. The town, which is just an hour...
Picher, Oklahoma: The Biggest Environmental Disaster You’ve Never Heard Of | 5newsonline.com Fort Smith/Fayetteville News | 5newsonline KFSM 5NEWS | Get the local news and weather where you live from 5NEWS. Covering Fort Smith, Fayetteville, Bentonville, and all of Northwest Arkansas and the River Valley. Back To School Picher, Oklahoma: The Biggest Environmental Disaster You’ve Never Heard Of PICHER, Okla. (KFSM) — The town of Picher, Oklahoma may be the biggest environmental disaster you’ve never heard of. The town, which is just an hour... This video file cannot be played. (Error Code: 102630) Author: Garrett Lewis Published: 10:20 PM CST November 2, 2015 Updated: 10:47 PM CST November 2, 2015 PICHER, Okla. (KFSM) -- The town of Picher, Oklahoma may be the biggest environmental disaster you've never heard of. The town, which is just an hour away from Walmart's Home Office in Bentonville, Arkansas, has been declared one of the most toxic cities in America, but that's not stopping a handful of people from trying to keep the memory of the town alive. John Clarke is one of them. He grew up in Picher and like most people who lived there, his parents relocated for work in the 1930s. Picher was a boom town around the time of World War I. That's because half of the bullets fired during the war originated from lead mined in Picher and eventually the town became one of the largest exporters of lead and zinc in the world. After the bombing of Pearl Harbor during World War II, patriotism surged and so did the metal mines in Picher. "This area actually produced the lion's share of the lead that was used in World War II," Clarke said. The byproduct of extracting the lead is a chalky, white grit called mine tailings or chat and as Picher's population swelled, so did the piles of chat, some as high as 150 feet tall and four football fields wide. When metal mining stopped in the 1970s, the Environmental Protection Agency declared Picher a superfund site. It's a name given to areas so polluted they're placed on the national priority list for clean up. Clarke, like many Picher residents, didn't seem to mind the chat and was unaware of its hazards. "We would ride our bikes up and down the chat piles," he said. "We'd ride motorcycles up and down." Many of the 14,000 residents used the chat to fill their driveways, some even used it in their children's sandboxes. The creeks in Picher that are still colored red from cadmium and arsenic contamination were once swimming holes and what many thought was sunburn was actually a chemical burn. Most, if not all, the residents were unaware of the poisoning taking place, but that all changed in the mid-1990s when a school counselor learned of a link between lead and learning disabilities. The entire school in Picher sits in the middle of the toxic waste dump and most were unaware that of the students tested, 46% had unsafe levels of lead in their blood; that's 11 times greater than the state average. Lead accumulates in the body over time through a process called bio-accumulation. It can't be removed and the effects it has on the body can last a lifetime. It wasn't until 2005 that the government approved a buyout to relocate just 52 of the residents. Three years later, nature finished the job. In 2008, an EF-4 tornado with winds of 175 miles per hour cut a path through town. Of the 114 homes destroyed during that storm, none were rebuilt. A year later, the police department was disbanded, the school district closed and the population shriveled from a high of 14,000 to the three known residents who live in Picher today. So what's left of the town that was enlisted to win the war, but lost its own battle for survival? The chat piles are now surrounded with barbed wire and government signs warning against trespassing. What's left of the school still sits in the shadow of the giant mounds of chat. The hallways are empty, the windows are broken and the doors are boarded shut. The football field is eerily silent and around the corner the streets are empty. The power lines are still there, but the homes they connected to no longer exist. Like the school, the Christian church on the corner is another reminder of what ones was. The house that so many used for worship is now littered with broken glass and an indie film company recently used the location to shoot pornography. Picher's residents are now mostly wildlife, but it's a dangerous place even for animals. Earlier in 2015, more than 1,000 migratory birds were found dead across Picher of suspected zinc poisoning. Whatever was left of the town, looters have raided and the people that lived there are now just a memory, but it's a memory Clarke is holding on to. When Picher City Hall was slated for demolition, he stepped in. As County Commissioner and head of the Road Department, Clarke lobbied to keep City Hall for his road crews and to preserve at least a small part of the town's history. After all, the only approved use for the chat left behind from the mining hayday is mixing it with asphalt to pave roads. The government agreed and today Clarke has turned the former City Hall into a makeshift museum that's made up of photos he's found at estate sales and others that were given to him by former Picher residents. "It's important for me to try and remember a lot of things associated with how this town developed," Clarke said. Although, even Clarke admits the drive into work in one of the most toxic places in America still takes its toll. "It's a little depressing every morning when I come into work," he said.
msmarco_doc_00_28467685
http://5newsonline.com/2015/12/09/new-studies-show-vaping-could-cause-popcorn-lung-cancer/
New Studies Show Vaping Could Cause “Popcorn Lung” Cancer | 5newsonline.com
New Studies Show Vaping Could Cause “Popcorn Lung” Cancer New Studies Show Vaping Could Cause “Popcorn Lung” Cancer FAYETTEVILLE (KFSM) — For those who enjoy smoking, the new trend among many is using e-cigarette’s. E-cigarettes are electronic devices that are thought t...
New Studies Show Vaping Could Cause “Popcorn Lung” Cancer | 5newsonline.com Fort Smith/Fayetteville News | 5newsonline KFSM 5NEWS | Get the local news and weather where you live from 5NEWS. Covering Fort Smith, Fayetteville, Bentonville, and all of Northwest Arkansas and the River Valley. Back To School New Studies Show Vaping Could Cause “Popcorn Lung” Cancer FAYETTEVILLE (KFSM) — For those who enjoy smoking, the new trend among many is using e-cigarette’s. E-cigarettes are electronic devices that are thought t... This video file cannot be played. (Error Code: 102630) Author: Dillon Thomas Published: 10:01 PM CST December 9, 2015 Updated: 10:05 PM CST December 9, 2015 FAYETTEVILLE (KFSM) -- For those who enjoy smoking, the new trend among many is using e-cigarette’s. E-cigarettes are electronic devices that are thought to be less harmful to smokers than regular cigarettes. Although studies show only 15% of American’s regularly smoke, the emergence of e-cigarettes and “vaping” has taken the smoking industry by storm. Wade Morris, who owns The Glass Shop in Fayetteville, says the e-cigarettes can be addicting. However, he said they are less harmful than cigarettes. “I think there is definitely good health benefits to [vaping],” Morris said. “Nicotine is addictive. Yes. But, the vegetable glycerin is not. A lot of them are just a vegetable glycerin. Instead of all of these tars and carcinogens, those are all derived. They are extracted from the tobacco. You are going to leave a lot of the tars and carcinogens behind. So, it is going to be pretty beneficial, health wise.” However, recent studies showed the juices may not be as healthy as many once believed. According to the New England Journal of Medicine, studies showed e-cig users are five-to-15 times more likely to get formaldehyde-related cancer, compared to regular cigarette smokers. Studies showed the formaldehyde levels can ultimately cause a cancer, commonly referred to as “popcorn lung.” It is an issue which the American Vaping Association said is not accurately proven. “This is not the first study to show that improper machine testing of vapor products can produce high levels of formaldehyde…these are not settings that vapors actually use purposefully,” the association said in a statement. Meanwhile, Morris said many, including the older generations, are still resorting to e-cigs. Morris said the lower nicotine levels are beneficial for those looking to quit smoking. “A lot of the older population is coming in, because they had smoked for 40 or 50 years. They are trying to find a way out, and it is a good way to stop,” Morris said.
msmarco_doc_00_28473941
http://5newsonline.com/2016/08/10/sebastian-county-deputy-killed-hackett-police-chief-grazed-by-bullet-suspect-taken-into-custody/
Sebastian County Deputy Killed, Hackett Police Chief Grazed By Bullet, Suspect Taken Into Custody | 5newsonline.com
Sebastian County Deputy Killed, Hackett Police Chief Grazed By Bullet, Suspect Taken Into Custody Sebastian County Deputy Killed, Hackett Police Chief Grazed By Bullet, Suspect Taken Into Custody SEBASTIAN COUNTY (KFSM) — A Sebastian County deputy was killed Wednesday (Aug. 10) and the Hackett police chief was grazed by a bullet while responding to...
Sebastian County Deputy Killed, Hackett Police Chief Grazed By Bullet, Suspect Taken Into Custody | 5newsonline.com Fort Smith/Fayetteville News | 5newsonline KFSM 5NEWS | Get the local news and weather where you live from 5NEWS. Covering Fort Smith, Fayetteville, Bentonville, and all of Northwest Arkansas and the River Valley. Back To School Sebastian County Deputy Killed, Hackett Police Chief Grazed By Bullet, Suspect Taken Into Custody SEBASTIAN COUNTY (KFSM) — A Sebastian County deputy was killed Wednesday (Aug. 10) and the Hackett police chief was grazed by a bullet while responding to... cooper and spells Author: 5NEWS Web Staff Published: 7:55 AM CDT August 10, 2016 Updated: 11:53 AM CDT August 11, 2016 SEBASTIAN COUNTY (KFSM) — A Sebastian County deputy was killed Wednesday (Aug. 10) and the Hackett police chief was grazed by a bullet while responding to a call of a disturbance, according to Sebastian County Sheriff Bill Hollenbeck. Sebastian County Deputy Bill Cooper and Hackett Police Chief Darrell Spells were both shot just after 7:30 a.m. while responding to a call at a home at 4722 Highway 253 in Greenwood. Both officers were taken to Sparks Hospital in Fort Smith. Cooper was shot in the neck and underwent surgery for his injuries, but was pronounced dead at 1:15 p.m., Hollenbeck said. Chief Spells was released from the hospital shortly after 10:30 a.m. A woman who claims to be Spells’ mother said her son’s head was grazed by a bullet. Sebastian County Deputy Killed, Hackett Police Chief Grazed By Bullet, Suspect Taken Into Custody Authorities identified the suspect as Billy Monroe Jones, 35, of Greenwood. Dispatchers received a call around 7 a.m. that Jones had come to his father’s home to take some tools and pulled a gun on his father, according to Hollenbeck. Officers began arriving at the home just before 7:10 a.m. and reported Jones had a rifle pointed at law enforcement and may have been wearing some sort of ballistic vest, Hollenbeck said. Authorities were informed Jones had been due in court Wednesday morning on a petition to revoke a suspended sentence, according to the sheriff’s office. Jones started shooting at officers around 7:15 a.m. and Cooper was shot around 7:40 a.m., Hollenbeck said. A few minutes later, Spells was grazed by a bullet, he said. “Immediately when three officers got [to the house] they were basically ambushed,” Sgt. Daniel Grubbs with the Fort Smith Police Department said. “The information we have received right now is it appears this guy was waiting for us to get here. It seems [he had] full intent to inflict violence against us.” Other deputies braved gunfire to pull Cooper and Spells from the scene to bring them to EMS, so they could be taken to the hospital, according to the sheriff’s office. “When the shots were fired, [the officers] were pinned down for quite a time before we could get them out and to medical attention,” Grubbs said. Sebastian County Deputy Killed, Hackett Police Chief Grazed By Bullet, Suspect Taken Into Custody A Greenwood K-9 was also believed to have been shot during the gunfire exchange with Jones, according to Greenwood Police Chief Will Dawson. Jones also shot a police robot and disabled it. He eventually surrendered to authorities around 11:45 a.m., according to Hollenbeck. He waved a white towel out the window, walked out of the home with his hands up, and laid down on the ground to be handcuffed, authorities at the scene said. A bomb squad was also called to Jones’ home because investigators heard he had a license to work with explosives. Highway 253 was blocked in both the north and southbound directions for several hours while the incident unfolded. About 300 personnel from multiple law enforcement agencies responded to aid in the search and then later the negotiation with Jones. Sebastian County Deputy Killed, Hackett Police Chief Grazed By Bullet, Suspect Taken Into Custody Jones was taken to the Crawford County Detention Center, authorities said. Currently, Jones is facing charges of two counts of felony first-degree battery and possession of firearms by certain persons, according to the Sebastian County prosecutor’s office. Formal charges have not yet been filed and more charges are likely to be added. Jones’ prior court records include: 2007: manufacture and possession of a controlled substance, schedule IV, V Sentenced to 60 months suspended sentence 2011: theft of property Sentenced to 60 months suspended sentence February 2016: possession of firearms by certain persons, possession of a controlled substance, scheduled I and II Sebastian County Deputy Killed, Hackett Police Chief Grazed By Bullet, Suspect Taken Into Custody Flags were lowered to half-staff at the Sebastian County Sheriff’s Office in honor of Deputy Cooper and Police Chief Spells. Cooper had been with the Sebastian County Sheriff’s Office since 2001 and prior to that had been employed by the Fort Smith Police Department for five years. He was also a Marine Corps veteran. A Deputy Bill Cooper Memorial Fund has been set up at Farmer’s Bank, and donations can be made at any branch of the bank in the area, according to a SCSO post. Cooper’s family will receive 100% of the donations. Additionally, there is also a donation fund for K-9 officer Kina set up in Farmer’s Bank, which is under Kina Sebastian County Canine Unit. Arkansas Gov. Asa Hutchinson released the following statement in response to Cooper’s death: I am deeply saddened by the news that Sebastian County Sheriffs Deputy Bill Cooper has passed away after being shot in the line of duty this morning. Today’s shooting incident, which also resulted in injuries to Hackett Chief of Police Darrell Spells, tragically illustrates the dangers our law enforcement officers face each and every day to keep us safe. On behalf of all Arkansans, I want to extend our heartfelt condolences to Deputy Cooper’s loved ones and our entire law enforcement community. We stand with you during this difficult time. Arkansas Attorney General Leslie Rutledge also released a statement: Sheriff’s Deputy Bill Cooper gave his life protecting the citizens of Sebastian County and for that we are forever grateful,” said Attorney General Rutledge. “Deputy Cooper showed enormous courage in the line of duty and in the face of incredible danger. This terrible incident is a reminder to all Arkansans of the threatening situations members of law enforcement put themselves in each and every day in order to shield their neighbors from harm. They deserve our support and appreciation for all they do. As Arkansas’s chief law enforcement officer, I extend my thoughts and prayers to Deputy Cooper’s family, friends and brothers and sisters in law enforcement across our State, as well as Hackett Chief of Police Darrell Spells, who was also injured in today’s tragic incident. Arkansas U.S. Sen. John Boozman also released this statement: Deputy Cooper was a dedicated member of the Sebastian County Sheriff’s Office who put his life on the line every day to defend our community. He was a brave hero who led a life of service and died serving and protecting the people of Arkansas. I join with all Arkansans as we mourn the passing of this selfless servant and keep his family and loved ones and all of the law enforcement community in our thoughts and prayers. A statement was also released by Arkansas U.S. Sen. Tom Cotton: I join all Arkansans in mourning the death of Sebastian County Deputy Bill Cooper. A military veteran and 20-year member of Arkansas law enforcement, Deputy Cooper dedicated his life to protecting our state and our country. He served honorably and put his life on the line each and every day to make Arkansas a safer place. I extend my deepest condolences to Deputy Cooper’s loved ones and I will continue to lift them up in prayer. I hope that in their pain, they can take comfort knowing Arkansas is a better place because of Deputy Cooper and those who served with him.
msmarco_doc_00_28477274
http://5numbersummary.com/
Five Number Summary Calculator - Save & Share Your Results
5 Number Summary 5 Number Summary Five Number Summary Calculator (Helps You Save & Share Results) Five Number Summary Median: 4.00 25th: 3.00 75th: 3.00 Min: 1.00 Max: 6.00 Additional Measures 10th: 2.00 90th: 5.40 Sample Histogram Graph Sharing Results of Five Number Summary Calculator Saved Data - Click to Restore Tool Overview - Five Number Summary Calculator What is a five number summary in statistics? Why Is The Five Number Summary Important? How to calculate the five number summary How Do You Find Q1 and Q3? How Do You Build a Box Plot? What Are Upper and Lower Fences? What is the lower hinge? Additional Measures - Seven Number Summary Data Storage
Five Number Summary Calculator - Save & Share Your Results 5 Number Summary Five Number Summary Calculator (Helps You Save & Share Results) Five Number Summary Median: 4.00 25th: 3.00 75th: 3.00 Min: 1.00 Max: 6.00 Additional Measures 10th: 2.00 90th: 5.40 Sample Histogram Graph Measurement 0 1 2 3 4 5 6 7 0 2 4 6 Measurement 1 2 2 3 3 3 4 4 4 4 4 4 5 5 5 6 6 Measurement Sharing Results of Five Number Summary Calculator Need to pass an answer to a friend? It's easy to link and share the results of this calculator. Hit calculate - then simply cut and paste the url after hitting calculate - it will retain the values you enter so you can share them via email or social media. Saved Data - Click to Restore Clear Storage Tool Overview - Five Number Summary Calculator What is a five number summary in statistics? The five number summary is a set of basic descriptive statistics which provides information about a set of data. It identifies the shape, center, and spread of a statistic in universal terms which can be used to analyze any sample, regardless of the underlying distribution. It consists of 5 key metrics: the median value (the center), the range of a distribution (25th percentile to 75th percentile), and the maximum and minimum observed values. Why Is The Five Number Summary Important? The five number summary is a concise description of a set of observations. It can be quickly calculated, describes the general shape of the distribution, identifies the likely range of values, and - most importantly - does not involve any assumptions about the shape of the underlying distribution. In this sense, the five number summary is a universal description of the key practical elements of a distribution of observations. How to calculate the five number summary Well the simple way is to use our five number summary calculator. But if you're doing this by hand: Sort The observations, ranking by value Count the Total Number of Observations For each percentile, take the appropriate point in the ranked list If the precise percentile falls between two points, average the nearest two points. And if this was your homework assignment, you're welcome..... How Do You Find Q1 and Q3? Well the simple way is to use our five number summary calculator. But if you're doing this by hand... See list sorting exercise above (rank observations by value). Count the total number of records. Divide by 4. That is the observation in the list for the 25th percentile (Q1, the 1st quartile). Multiply this amount by 3. That is the observation in the list for the 75th percentile (the start of the upper quartile or the top of the 3rd quartile). Anything outside of that range is an outlier. If an observation falls between two points, the general convention is to average the points. There are more complicated approaches (a weighted average) but this usually will suffice. The second quartile is the gap between the 25th percentile and the median. The fourth quartile is the gap between the 75th percentile and the maximum value. This captures your interquartile distance. You can identify the upper half and lower half of a distribution using the smallest value, middle value, and largest value of the sample. This approach is independent of sample size. How Do You Build a Box Plot? The five number summary can be used to create a box plot graph. The range of the graph is denoted as the top of the first quartile and the top of the third quartile. You are treating the upper quartile and lower quartile as outlier data points. The quartile value is used to show the range of the quartile. The whisker diagram shows the range between the extreme values (maximum value, minimum value) of the data. There is another form of the boxplot referred to as a modified box plot. This adjusts the box and whisker plot so to drop outlier data value points. This site uses a histogram to as a descriptive statistic tool; we can add a modified boxplot if there's sufficient demand.While the five number summary is a good basic measure of a distribution, it doesn't show a full view of the standard deviation, mean, or variance. You need to carefully manage any suspected outlier data points. What Are Upper and Lower Fences? You can use the information from the 5 number summary calculator to calculate this. The upper and lower fences are a simple estimate of the potential outliers of a distribution. This approach uses the interquartile range (Q3 - Q1 values) to assess how far outliers may exist. The inner fence is 1.5 x the interquartile range above / below the 1st and 3rd quartiles (respectively). The outer fence is 3.0 x the interquartile range. Note that the lower bounds of these ranges can be a negative number (if the IQR is wide and the absolute values of the first quartile are small. This is common in many logistics problems. In most cases, the underlying data isn't from a normal distribution. What is the lower hinge? That's how some people refer to the first quartile. This is the bottom of your frequency distribution. Additional Measures - Seven Number Summary For convenience, we've enclosed two additional measures (10th and 90th percentile) which can be used to generate a similar package known as the seven number summary. The additional two metrics gives you better visibility into what is happening at the tails of the distribution. While outliers and distribution tails are a small fraction of your data, they can frequently have a disproportionate impact on overall performance. For example, a group of likely voters may exhibit a range of satisfaction scores with a particular candidate - but only the top and bottom 10% is truly motivated enough to take action based on their opinions. In business, similar models can be used to explain customer defection to another supplier and contribution margin economics within a distribution business. Data Storage This tool is designed to make it easy to repeat statistical calculations. You can save your data to local device storage (if your phone or computer supports HTML5), allowing you to retrieve and edit data from past calculations. A list of saved datasets is provided below the main calculation area - click on the name of the dataset and the data table above will update. Important: these are locally saved only (cannot be accessed on other devices, are not sent to our servers, and will be deleted if your cache is cleared). If you need to save this data permanently or share it between devices (or with a colleage), send it as a link. Click on the dataset name to load it into the list of data points in the calculator, hit the calculate button, and copy the URL. You can easily email the URL to your colleagues or post it on a message board. When anyone clicks on the URL, it will contain the shared values.
msmarco_doc_00_28486158
http://5paragraphessayhelp.com/tag/help-with-mla-format-for-5-paragraph-essay/
help with MLA format for 5-paragraph essay – 5-Paragraph Essay Help and Five Paragraph Essay Writing Assistance
Tag: help with MLA format for 5-paragraph essay Tag: help with MLA format for 5-paragraph essay The Best Help with MLA 5-Paragraph essay
help with MLA format for 5-paragraph essay – 5-Paragraph Essay Help and Five Paragraph Essay Writing Assistance Tag: help with MLA format for 5-paragraph essay Home help with MLA format for 5-paragraph essay 5-Paragraph Essay Formatting The Best Help with MLA 5-Paragraph essay November 16, 2010 February 28, 2014 admin To write a good 5-paragraph essay in MLA format you should keep in mind basic principles of MLA formatting as well as the standard outline Read More
msmarco_doc_00_28493916
http://5pdcoatings.com/rubbing1.htm
For full functionality of this site it is necessary to enable JavaScript. Here are the instructions how to enable JavaScript in your web browser.
msmarco_doc_00_28494826
http://5pipsaday.com/
5 Pips a Day Forex Robot | Automated Forex Trading System
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msmarco_doc_00_28495098
http://5pointsjax.com/
Five Points Jax – a bohemian neighborhood
Historic 5 Points Historic 5 Points Google Business View Tours of 5 Points Visit King Street
Five Points Jax – a bohemian neighborhood Historic 5 Points Five Points is nestled in a little corner of the Riverside area, an older, character-filled section of Jacksonville. The vintage flavor of the Five Points area attracts many unique restaurants and shops where you’ll enjoy afternoons perusing the variety offered by our local merchants and proprietors. In truth, Five Points, in our quaint “Main Street” look […] Google Business View Tours of 5 Points Roll Google 360 inside your business. The new online listing is a virtual tour of the inside of your business! Visit http://businessviewflorida.com/ for more information or call 904-576-8767 Visit King Street After several decades of decline, King Street has experienced a revival since 2005 following a successful streetscaping project. A popular beer bar that opened that year set the tone for later establishments, many of them craft beer oriented. Subsequently, the district has become the plantation house of many bars, restaurants, stores, and night clubs, as […]
msmarco_doc_00_28495480
http://5purplesocks.weebly.com/ch-31-why-do-people-migrate.html
Cheyenne Smith Economic Push And Pull Factors. Cultural Push And Pull Factors. Environmental Push And Pull Factors. Intervening Obstacles. Distance of Migrants. International Migration. Characteristics of Migrants/Gender of Migrants. Family Status of Migrants.
Cheyenne Smith Economic Push And Pull Factors. People migrate because of push and pull factors. A push factor induces people to move out of their present location. A pull factor induces people to move into a new location. Three major kinds of push and pull factors are economic, cultural, and environmental. People often migrate for work. The U.S and Canada are common destinations for economic migrants. The relative attractiveness can shift with economic change. Cultural Push And Pull Factors. There are four main types of cultural push and pull factors are; religion, war, ethnic groups, and political conditions. Refugees are people who have been forced to migrate from their home and cannot return for fear of persecution because of their race, religion, nationality, membership in a social group, or political opinion. The two largest groups of international refugees are; Palestinians and Afghans. The two largest internal refugees are; Angola and Sudan. Political conditions are pull factors. Most migrants are attracted to Democratic countries for education, career, and a place to live. Environmental Push And Pull Factors. People are more attracted to areas with; mountains, seasides, and warm climates. People are pulled towards physically attractive regions and pushed from hazardous ones. A floodplain is an area subject to flooding during a specific number of years, based on historical trends. Intervening Obstacles. An intervening obstacle is an environmental or cultural feature that hinders migration. Mountains, rivers, and bodies of water used to be obstacles. Transportation now (airplanes, trains, cars, etc) has diminished there obstacles. Immigrants need a visa to enter a place, and emigrants need a passport to exit a place. Distance of Migrants. International Migration is permanent movement from once country to another. Internal migration is permanent movement with in the country. The farther away a place is the less likely it is that people will migrate there. There are much more international migrants then internal. Internal migration can be divided into two types; Inter-regional migration is movement from one region of a country to another. Intraregional migration movement within one region. International Migration. International migration has two types; voluntary migration which implies that the migrant has chose to move for economic improvement. Forced migration which is when the migrant has been compelled to move by cultural factors. Economic push and pull factors induce voluntary migration. Cultural factors compel migration. Migration transition is a change in the migration pattern in a society that results from the social and economic changes that also produce the demographic transition. Most international migration comes from stage 2 countries. Internal migration is more stage 3 and 4. Migrants usually come from a stage 2 country into a stage 3 and 4. Characteristics of Migrants/Gender of Migrants. Ravenstein theorized that men were more likely to migrate long distances because they were also more likely to be employed. Family Status of Migrants. Ravenstein also believed that most long distance migrants were young adults rather than children and elders. Only 4% of immigrants are over 65. 16% are under 15. With the increase of women coming to the U.S more kids are coming. Mexican immigrants to the U.S matches the expectations of the migration transition and distance decay theories. Many Mexican immigrants to the U.S come from the middle of Mexico. Seasonal migrants travel to the U.S in Autumn and return in the spring. They are seasonal because of farming.
msmarco_doc_00_28496801
http://5purplesocks.weebly.com/chapter-72.html
Chapter 7.2 - AP Human Geography
Nation-States Denmark: there are no perfect nation-states and there are no flying bears Nationalism Multinationalism Former Soviet Union: The LARGEST MULTINATIONAL STATE, THEY WERE SO BIG I HAVE TO WRITE IN CAPS Russia: now the largest multinational state Turmoil in the Caucasus Revival of Ethnic Identity
Chapter 7.2 - AP Human Geography Nation-States The concept that ethnicities have the right to govern themselves is called self-determination. A nation-state is a state whose territory corresponds to that occupied by a particular ethnicity that has been transformed into nationality. During the 19th century many ethnicities in Europe were transformed into nationalities. During the 1930's Nazis claimed that all German speaking areas of Europe constituted one nationality and should be unified into one state. Yea, now we have the Depression in America and Nazis in Europe. Yep the 30's were crazy times. Yea and this led to World War 2 by the way, in case you were wondering. Denmark: there are no perfect nation-states and there are no flying bears Denmark is a good example of a nation-state, but they are not perfect. Almost every Dane who lives in Denmark speak Danish. In the south of Denmark near the border of Germany ( I know I keep talking about Germany) there are German speakers. Nationalism Nationalism is the loyalty and devotion of a person to its country. It is a centripetal force and brings people together. The flag and the Pledge of Allegance are examples of centripetal force and nationalism. Multinationalism A state that contains more than one ethnicity is a multi-ethnic state. A multinational state that contains more than one ethnicity and all the ethnicities don't like eachother. An example of multinational state is the United Kingdom ( those crazy United Kingdomanites) England, Scotland, Wales, and Northern Ireland. England was like "I think whales are stupid" and Wales was like "we are not those whales idiot". Former Soviet Union: The LARGEST MULTINATIONAL STATE, THEY WERE SO BIG I HAVE TO WRITE IN CAPS THE 15 NEWLY INDEPENDANT STATES CONSIST OF FIVE GROUPS 3 BALTIC: ESTONIA, LATVIA, AND LITHUANIA 3 EUROPEAN: BELARUS, MOLDOVA, AND UKRAIN 5 CENTRAL ASIAN: KAZAKHASTAN, KYRGYZSTAN, TAJIKISTAN,TURKMENISTAN, AND UZBEKISTAN 3 CAUCASUS: AZERBAIJAN, ARMENIA, AND GEORGIA RUSSIA _ Russia: now the largest multinational state Has 39 nationalities , who most of them want independence. There are still Russian soldiers in other countries after the dismissal of the Soviet Union,b ecause Russians cannot afford to rehouse them. Turmoil in the Caucasus The Caucasus region is home to several ethnicities mainly the Azeris, Armenians, and the Georgians. The Azeris were part of the Soviet Union until their breakup where they became their own country called Azerbaijan. Revival of Ethnic Identity Europe organized the places by working class instead of ethnicities and it messe stuff up
msmarco_doc_00_28500870
http://5purplesocks.weebly.com/chapter-82.html
Chapter 8.2 - AP Human Geography
Words to know: More on Boundaries. Shapes of States Gerrymandering
Chapter 8.2 - AP Human Geography Words to know: -A state is separated from it's neighbors by a boundary. -A boundary is an invisible line marking the extent of a states territory. -A compact state is a state that's distance from the center to any boundary does not vary significantly. -A prorupted state is an otherwise compact state with a large projecting extension. -An elongated state is a state with a long and narrow shape. -A fragmented state is a state that includes several discontinuous pieces of territory. -A perforated state is a state that completely surrounds another one. -A landlocked state is a state that lacks a direct outlet to the sea, because it is completely surrounded by other states. -A frontier is a zone where no one state exercises complete political control. -A unitary state places most power in the hands of the central government. -A federal state allocates strong power to units of local government within the country. - Gerrymandering is the process of redrawing legislative boundaries for the purpose of benefiting the party in power. More on Boundaries. - Boundaries result in a combination of natural physical features and cultural features. Natural physical features: -rivers -deserts -mountains Cultural features: -language -religion A frontier provides an area of separation, often kilometers in width, but a boundary brings two neighboring states into direct contact. Frontiers aren't used anymore, the only places that have them are Antarctica and the Arabian Peninsula. Physical boundaries: -coincide with significant features of the Natural landscape. * Mountain boundaries: -difficult to cross -limited contact with other countries and nationalities. -permanent -sparsely inhabited Ex. Argentina and Chile, are separated at the crest of the Andes Mountains. *Desert boundaries: -Difficult to cross -Sparsely inhabited -Common in Africa and Asia Ex. Sahara separates Algeria, Libya, and Egypt from Mauritania, Mali, Niger, Chad, and South Sudan. Click to view larger. *Water boundaries: -rivers, lakes, and oceans -visible on a map -relatively unchanging -common in East Africa -usually in middle of water -good protection Ex. The boundary between Congo Democratic Republic and Uganda runs through Lake Albert. Ex2. The boundary separating Kenya, Tanzania, and Uganda runs through Lake Victoria. Click to view larger. * Cultural boundaries: -The boundaries between some states coincide with differences in: -Ethnicity -Language -Religion -Geometry *Geometry boundaries: Ex. The U.S and Canada. Border was established in 1846 by a treaty between the United States and Great Britain (who owned Canada.) U.S wanted the boundary to go from the 49 degrees north latitude to the 54 degrees 40 north latitude. "Fifty-four forty or fight." *Religious boundaries: -often coincide with boundaries between states. Rarely used to select boundary lines. Ex. South Asia. British partitioned India into two states on the basis of religion. The Muslims were moved to Pakistan and the Hindus became independent India. Click to view larger. *Language boundaries -states that unify the speakers of a particular language: -France -England -Spain -Portugal -Germany -After WWI boundaries were redrawn due to language. Click to view larger. *Cyprus's "Green Line" boundary: -Cyprus contains two nationalities: -Greek (78%) -Turkish (18%) -1974 Greek Cypriot military officers who favored unification of Cyprus with Greece seized control. -Turkey then invaded to protect the Turkish minority. -Greek coup leaders were gone within a few months and the elected government came back. -Two nationalities became isolated, the Turks were in the Northeastern part and the Greeks were in the Southern part. -1983 The Turks declared themselves the independent Turkish Republic of Northern Cyprus. Shapes of States *Compact shapes: -Ideal shape would be a circle. -Beneficial because it has better and easier communication. Ex. In Africa: -Burundi -Kenya -Rwanda -Uganda *Prorupted States: -Provides state with water resource. -Can also separate two states. Ex. Zaire (Congo) River. Elongated state: -isolated from the other end of the state. Ex. Chile *Fragmented State: -Two different kinds: -Separated by water -Separated by land Ex. Indonesia * Perforated states Ex. South Africa completely surrounds Lesotho. * Landlocked state: -Lesotho is also landlocked -A state completely surrounded by other states -No water access. Ex. Botswana, Lesotho, and Swaziland. Gerrymandering *There are three types of Gerrymandering: - "wasted vote" (spreads opposition supporters across many districts) - "Excess vote" (Concentrates opposition voters in a few districts) - "Stacked vote" (Links distant areas with like minded voters.)
msmarco_doc_00_28504002
http://5savanna.weebly.com/soil-composition.html
Soil Composition - African Savanna- Serengeti Plains
Soil Composition
Soil Composition - African Savanna- Serengeti Plains Soil Composition The Serengeti plains have fine nutrient rich volcanic sands that makes up the soils. The volcanic ash produces a soil type called vertisol which supports many plant communities. The eruption of the Kermimasi volcano some 150,000 years ago produced this rich soil. The soil is used mainly for the large amounts of grass that the herbivores such as wildebeests graze on throughout the years. Also, the fact that this is volcanic sand makes it all the more important for the occasional burns necessary to replenish the soil. Fire is a crucial part to this ecosystem's survival. This sustained level of grazing forces the soil composition to be so rich and the nutrients to recycle quickly. There have been some concern lately, of the shortgrass plains outside the protected Serengeti regions, facing increasing pressure from humans. The humans moving in force more land to be used for farms and ranches, and having cattle graze on the plains instead. The Serengeti also face threats due to unsustainable slash and burn practices by some small scale farmers, which leaves the land infertile.
msmarco_doc_00_28509109
http://5seasonsfamilyresort.com/
Five Seasons Family Resort Mt Vernon Maine
Five Seasons Family Resort Mt Vernon Maine Your hosts - Pete and Diane Gerow Open June 1st thru July 31st 2016. Contact us for information about booking your event in 2017! The Resort is located on 60 plus acres deep in the serene beauty of Mt Vernon Maine. The centerpiece of the property is a fourteen bedroom Inn built in the early 1930's. The Great room, with its two stone fireplaces, and the Bar area with its own fireplace, create a cozy environment for your enjoyment. See some photographs from years gone by. [ Home] [ Inn ] [ Directions ] [ Functions] [ Contact Us ] [ Pictures ] [ Links ] This Site Designed and Built by Power Generation Inc. dba Five Seasons Family Resort
msmarco_doc_00_28510477
http://5smanagement.com/5s-management/
5S Management - 5SManagement.com
5S Management 5S Management Yufi Priyo
5S Management - 5SManagement.com September 30, 2010 Yufi Priyo Leave a Comment 5S Management Posted in Management Management is the art of managing, organizing, empowering, and watching gnats everything more efficient for a particular achievement. 5S management focused on setting up and implementation of 5S in a corporate environment, supported by all who are included in the company to achieve the level of organizational stability, productivity, quality and employee performance. 5S itself is the basic manufacturing activities that absolutely must be done by each company to improve productivity and efficiency in all lines of the company. 5S is not really a big job, which requires huge funds and resources, but the activities of individuals or groups regarding environmental management work for convenience in working. 5S has a tremendous impact for the creation of lean manufacturing that seeks to reduce waste in production processes. 5S activities consist of removing, organizing, cleaning, caring for and sustain all the activities in the work. Although the basic habits of each worker, but requires an integrated management and involve all components of the company’s bottom up to top level managers. The main objective is to create conditions 5S Management that is stable and effective in every activity, while also presenting a quality product, customer satisfaction and increased work productivity. To achieve these objectives should be done in managing the 5S system are: 1. Integrated involving all lines of production and all sections within the company, from handling raw materials, production processes and delivery to the customer. 2. Sustainable, which means not only campaigned when there is an audit or visitors, but has been organized and made a habit in the manufacturing environment. 3. Train and Train, The work done has never tired of continuing training to all people and all times by conducting trainings are scheduled well, to make a positive habit to consciously 5S 4. Give each other examples. Implementation of 5S is not only the operator’s president of production alone but must also give examples of the implementation of 5S. These 5S management techniques every company will vary and adjust the company’s existing resources, but the core of the 5S management are the same. For example there is a company that focuses on the implementation of briefings each morning to remind every worker in every early work. There is a company that focuses on standardization clear and easily understood, there is also emphasis on the auditing system and scheduled routine and so forth. 5s Management which will both contribute significantly to the implementation of lean manufacturing Previous Post Lean Manufacturing 5S Next Post Production Control Yufi Priyo I was a trainer and consultant for lean manufacturing, 5s Management, Total Quality Management, Six Sigma, and Customer Satisfaction Management. View more posts 5S Management Lean Manufacturing 5S
msmarco_doc_00_28511336
http://5sos.wikia.com/wiki/Ashton_Irwin/Trivia
Ashton Irwin/Trivia | 5 Seconds of Summer Wiki | Fandom
Ashton Irwin/Trivia Ashton Irwin/Trivia
Ashton Irwin/Trivia | 5 Seconds of Summer Wiki | Fandom Ashton Irwin/Trivia Following are different trivia points of 5 Seconds of Summer band member, Ashton Irwin . Ashton has really big hands. He loves the spanish language (He said it interview) The boys say Ashton has smelly feet, but apparently he had great foot hygiene until someone spilt a beer down his shoe. He is in love with Will Smith. His favorite singer is Jim Morrison. He used to be in a band called "Swallow The Goldfish". Ashton’s favorite TV show is Family Guy. His favorite movie is Pursuit of Happyness. A few weeks before the band recorded their EP, Ashton always thought EP meant Episode. He is Australian, Irish, and American. Ashton has a weird obsession with Karl Stefanovic. Ashton likes to play on Ikea furniture. He says he is 6 feet tall, and all the boys are pretty much the exact same height. Ashton’s favorite childhood memory is the first time he played the drums in front of an audience. He would date a fan. Ashton hated 5SOS before he joined. He says that they were always mucking around and forgetting words on their YouTube videos. He loves the subject visual arts. Ashton didn’t do Mathematics in year 12. Ashton says he is good at ice skating. He used to be a state level swimmer. He joined 5SOS in December 2011. Ashton says he listens to heavy metal. Ashton likes banana milkshakes. Ashton likes girls who are "unique and beautiful in their own way." The boys say that Ashton is the best listener. A girl tweeted Ashton asking if he would ever wear Crocs, and he replied with "guilty". Ashton said he forgets his keys and has to climb through the toilet window all the time. Ashton said he couldn’t live without Luke, Calum and Michael. Ashton said he loves both summer and winter. His biggest fears are needles and having his wrist broken. Ashton’s favorite album is Trey Songz Chapter 5. Ashton says he really likes some of The Wanted’s songs. His lucky number is 18. Ashton loves Reece Mastin. Ashton has a nickname that only his family calls him. He wants to have a huge concert and donate all the money to charity. Ashton said he auditioned on the Australian version of The X Factor in November 2010. He didn’t have his first kiss until he was 16. Ashton has lost his license before. He likes chicken noodles better than beef. Ashton’s favorite brand of shoes is Vans. Ashton’s favorite Lipton ice tea flavor is peach. He is scared of the dark. Ashton does not like olives. Ashton’s favorite food is spaghetti. His dragon name is Balthasaur. Ashton loves Coldplay. He has broken his arm and his wrist before. Ashton loves blonde jokes. His favorite color is red. Ashton loves Caramel Koalas. Ashton says he would want to be stuck in an elevator with Koshi from Sunrise. When asked what was his favorite thing about touring, he replied: "When the crowd screams your songs back at you! It’s the most amazing thing ever." Ashton likes Justin Bieber. Ashton is Christian. He is the most sensitive one in the band. Ashton got his first drum set when he was 8 years old. If Ashton could collaborate with one of his favourite male and female singers he said it would be Alex Gaskarth & Rita Ora. Ash says he is the most embarrassing member of 5SOS. Ashton’s favorite song to play live is " Year 3000 ". Ashton snores a lot. Ashton says his favorite Disney movie is Hercules. Ashton wants a band turtle. Ashton’s favorite All Time Low song is Lost in Stereo. Ashton’s favorite song right now is Singing with the King by Go Radio. Ashton’s favorite Justin Bieber song is Right Here. Ashton used to wear glasses until he lost them. If Ashton wasn’t doing music, he said he would be a music teacher. Ashton said he would take Calum if he was stranded on a deserted island. His ex-girlfriend’s name is Jasmine Dorhauer. Their relationship lasted for about a year. Other than the drums, Ashton can play the saxophone, piano and guitar. Ashton’s parents are separated, and his dad is not around. Ashton’s favorite flavor of ice cream is chocolate chip. Ashton drew a butterfly on a fan’s wrist so she’d stop cutting herself. One time, Ashton was trying to use a movie theater ticket dispenser as an ATM. Ashton used to work at KFC. Ashton has a One Direction poster in his room. Ashton old Twitter username used to be @ashtonirwin5sos. Ashton’s dog’s name is Indie. About two years ago Ashton said he wanted the Nike tick as a tattoo on his foot. If Ashton were a girl for a whole day, he would go shopping because he says, as a guy, he can’t shop with a passion. Ashton claims he texts like a 12 year old girl. Ashton likes his tea/coffee filled with sugar and milk. Ashton’s favorite food is pineapple. He was attacked by a herd of ducks. He hates ducks. Ashton is allergic to cats. Ashton said his celeb crush was John Mayer and he would turn gay for him. Ashton has made it clear that he does not like Andrew Garfield or any of the movies of the Amazing Spiderman series. He had appendicitis one time and went to the hospital for it sometime in October, 2014. If he could be someone else for a day, he'd be Chad Kroeger from Nickelback Ashton likes Dragon Ball Z Retrieved from " https://5sos.fandom.com/wiki/Ashton_Irwin/Trivia?oldid=18758 "
msmarco_doc_00_28514556
http://5sos.wikia.com/wiki/Calum_Hood
Calum Hood | 5 Seconds of Summer Wiki | Fandom
Calum Hood Calum Hood Contents Early Life Career Songs Written/Co-Written Personal Life Family Mali-Koa Hood Tattoos Relationships Accounts References
Calum Hood | 5 Seconds of Summer Wiki | Fandom Calum Hood Calum Hood Information Full Name Calum Thomas Hood Date of Birth January 25, 1996 Age 25 Family David Hood (father) Joy Koa Hood (mother) Mali-Koa Hood (sister) Physical Appearance Eye Color Brown Hair Color Black Official Links Twitter @Calum5SOS ig @calumhood Calum Thomas Hood (born January 25, 1996), is an Australian singer-songwriter and the bassist of 5 Seconds of Summer, along with band members Luke Hemmings, Ashton Irwin, and Michael Clifford . Contents 1 Early Life 2 Career 3 Songs Written/Co-Written 4 Personal Life 4.1 Family 5 Tattoos 5.1 Relationships 6 Accounts 7 References Early Life Calum Hood was born in Sydney, Australia on January 25, 1996. He is the youngest child of David and Joy Hood and was raised in Australia. His mother is from New Zealand, therefore he is half Kiwi. He is half Maori and half Scottish. He has a sister named Mali-Koa, who is a singer. While growing up, Calum attended Norwest Christian College, where he met his bandmates, Luke and Michael. Calum also took a keen interest in sports, especially soccer. Calum was picked to represent Australia in soccer, however, when his music career took off, he declined to play and dropped out of school so he could further his career in music. Career Songs Written/Co-Written Babylon Bad Dreams Beside You Best Friend Castaway Disconnected Don't Stop Empty Wallets Everything I Didn't Say Fly Away Gotta Get Out Heartache On The Big Screen Heartbreak Girl Hey Everybody! I Can't Remember If Walls Could Talk If You Don't Know Independence Day Invisible Jet Black Heart Kiss Me Kiss Me Lie To Me Lost Boy Midnight Monster Among Men Moving Along Mrs All American Never Be Out of My Limit Outer Space/Carry On Over and Out Rejects San Francisco Talk Fast The Girl Who Cried Wolf The Space Between A Rock And A Hard Place/Catch 22 Tomorrow Never Dies Too Late Try Hard Unpredictable Valentine Vapor Voodoo Doll Want You Back When You Walk Away Wherever You Are Youngblood Wildflower Personal Life Family David Hood Joy Koa Hood Mali-Koa Hood Calum also has a dog named Duke. Tattoos DSH (Hood's father's initials) JKH (Hood's mother's initials) Skywards Feather Horseshoe MMXII Flying bird with MALI-KOA written under Native American Roy Relationships Calum is currently single. Accounts Calum Hood Instagram Calum Hood Twitter Calum Hood Facebook References Retrieved from " https://5sos.fandom.com/wiki/Calum_Hood?oldid=19044 " Categories: Members Singers Songwriters Calum Hood Community content is available under CC-BY-SA unless otherwise noted.
msmarco_doc_00_28520249
http://5starcontractors.com/
Septic Services (Inspection, Certification & Pumping) and Construction Services - FIVE STAR CONTRACTORS
What Our Clients Think
Septic Services (Inspection, Certification & Pumping) and Construction Services - FIVE STAR CONTRACTORS Inspections Employment Construction Welcome to Five Star Contractors! For more than 20 years, Five Star Contractors has served the Antelope Valley and surrounding Southern California areas in a variety of residential, commercial, and public sector services Septic Services Real Estate Inspection and Certification Septic Pumping Septic and Leach Services and Repair Septic Tank and Leach Installations Construction Services Sewer and Storm Drains Water Lines and Lateral Installations Utility Conduits Trenching Excavating Who We Are Five Star Contractors is a Southern California based general engineering construction company specializing in underground utility construction. Our skilled professional team is guided by vast field experience and is focused on quality work as well as customer satisfaction. Our promise is to take the time to understand what you want to accomplish for your home or business and offer options to help you reach your goals. What Our Clients Think Just had this company come out to my house and pump my septic and certify it. Every conversation with the office was courteous and professional and they did exactly what they said they would do. The guys that came out to do the work were professional and friendly as well. The fees for their service was fair and I completely feel that I was not over-charged in any way. I am very impressed and that is hard to get with me. This company definitely lives up to their 5 star name! Very happy customer here! – Lisa G ( read on yelp ) These guys have excellent service! Great prices, easy to communicate with and best of all, NO MESS after they were gone! Awesome company – Zack M. ( read on yelp ) They did a great job at a fair price. What more can you ask for? I had them come out and pump my septic tank and they were efficient and did a clean job. – Jeff T. ( read on yelp )
msmarco_doc_00_28523309
http://5starlegalfunding.com/
5 Star Legal Funding: Accident Lawsuit Funding | 516-599-4000
Others Promise…But 5 Star Delivers What Hides Behind Fast, Easy and Hassle-Free? Why Do Our Competitors Compound? Not With 5 Star Legal Funding! Benefits That Matter The Reasons You’ll Love Our Unsurpassed Solution Non-Compounding Rates Unmatched Payoffs Personal Service Non-Recourse Proud Partners Of State and National Associations What Attorneys Say About Us Our Services Provide Solutions In The States We Serve East Mid West For Our Most Frequently Funded Cases What type of case do you have? Start Your Process Here Who Are We Financial Industry Insiders Committed To Helping The Injured And Our Efforts Are Rewarded
5 Star Legal Funding: Accident Lawsuit Funding | 516-599-4000 HOME OUR SOLUTION OUR BENEFITS OUR SERVICES WHO WE ARE FAQ CONTACT US HOME OUR SOLUTION OUR BENEFITS OUR SERVICES WHO WE ARE FAQ CONTACT US How Can Legal Funding Make Your Life Easier? We Make A Useful, Accessible And Sustainable Tool Just For You For Attorneys For The Injured Others Promise…But 5 Star Delivers What Hides Behind Fast, Easy and Hassle-Free? What our competition won’t tell you about is the ugly truth behind monthly compounding. As Einstein would say, “Compounding is the eighth wonder of the world. He who understands it, earns it. He who doesn’t, pays it.” Why Do Our Competitors Compound? While investing in legal funding may be risky in the short term, the rewards of monthly compounding far outweigh the risks in the long run, leading to appalling payoffs that “steal” the majority of your settlement check. Great for the funding company that uses monthly compounding, but unreasonable for you. Not With 5 Star Legal Funding! Since 2006, we have been providing the unsurpassed solution. Being experienced financial industry leaders with a deep understanding of Einstein’s lesson, we’re committed to helping you by eliminating the compounded rates offered by other funders. We also proudly post our rates here, in our brochures and most importantly, on your contracts. Benefits That Matter The Reasons You’ll Love Our Unsurpassed Solution Non-Compounding Rates 16% Every 6 Months Non-Compounding Unmatched Payoffs All Funding Capped At Double The Total Advanced Amount. No Matter How Many Years The Case Lasts! Personal Service You Deal Only With A Firm Partner Or Personal Relationship Manager. Never An Operator! Non-Recourse If You Don’t Win Your Case Nothing Is Owed Proud Partners Of State and National Associations What Attorneys Say About Us I first learned about 5 Star at a NYSTLA event and decided to try them out. I found them to be very easy to deal with from both the attorney’s perspective and the client’s perspective. They have the best rates I have seen and their turnaround time is very quick. A.B., Esq., Bronx, NY Funding helps put my clients on a level playing field with the defendant’s insurance carrier. The defendants are in no hurry to settle cases and funding allows my clients the time to let their case mature to receive maximum settlement. 5 Star does the right thing for my clients, they are easy to work with, and are always there for me throughout the case. E.Z., Esq., Brooklyn, NY I was introduced to 5 Star about 3 years ago. I’ve used the services of multiple funding companies throughout the years, but they all gave me some sort of headache one way or the other. Outside of really having the best rates, and most personable service, the guys at 5 Star treats my clients like people and not a “business transaction.” They truly care about my clients well being and understand the situation my clients are placed in because of their injuries. I wouldn’t use anyone else for my clients funding needs. William B., Esq., Queens, NY I was referred to 5 Star just about 4 years ago and they have been a tremendous part of my practice. Everything they have told me from day one for my clients and my practice have all been exactly on point. 5 Star has a fast turnaround for the clients, and are always around when we need to speak to someone. My entire staff says the 5 Star guys make the process simple and easy on them as well. Not to mention having the lowest rates and are always there to help in the event we have issues with a case. Jason and Chris always go above and beyond to make our lives easier and at this point, we would never consider anyone else. Anthony B., Esq., New York, NY I have been using 5 Star Legal Funding for 10 years—since its inception. When they told me their mission statement was to fix what ails the industry, I really thought they would be like all the rest. I was wrong, and happy that I was. They made promises and assurances. They’ve lived up to everything they said and have made things much simpler in my practice. My clients always come back and rave about the service. I can honestly say 5 Star Legal Funding has been a great help to my practice and, more importantly, my clients. Jonathan M., Esq., Lynbrook, NY Our Services Provide Solutions In The States We Serve East Mid West East Connecticut, Delaware, Florida, Georgia, Massachusetts, New Hampshire, New Jersey, New York, Pennsylvania, Rhode Island, Virginia, West Virginia, District of Columbia North Carolina (advances over $25,000), South Carolina (advances over $90,000) Mid Illinois, Indiana, Iowa, Louisiana, Michigan, Missouri, Montana, New Mexico, North Dakota, Ohio, Oklahoma, South Dakota, Texas, Wisconsin, Wyoming, Colorado (advances over $75,000), Kansas (advances over $25,000) West California, Hawaii, Idaho, Nevada, Oregon, Utah, Washington For Our Most Frequently Funded Cases What type of case do you have? Automobile Accidents Construction Site or Workplace Accidents Premises Accidents Mass Tort Cases Jones Act/Maritime Injuries False Arrest/Wrongful Imprisonment Medical Malpractice/Wrongful Death Law Firm Financing Start Your Process Here First, download your Application today! Then, take a few minutes to complete it. Once done, you have two choices. Fax it to us at 516-599-1722 or email it to us at info@5StarLF.com Finally, you’ll receive a prompt response from one of our personal Relationship Managers. Never An Operator! Start My Process Now Who Are We Financial Industry Insiders Committed To Helping The Injured We, Jay Kobak and Robert Gentili, spent many years in the financial industry offering investment advice to attorneys. While getting to know these attorneys, we heard their frustrations and disappointments regarding their clients’ legal funding issues. One day, we decided to sit down with a small group of the top trial attorneys in New York City to find out how we could make a difference in the legal funding industry. It was our belief that this industry needed a change. It was time for a facelift. If we formed a company that had an old school approach and did business with integrity and reliability, we could grow to be an industry leader. In January 2006, we established 5 Star Legal Funding, LLC. 5 Star’s Mission is to provide the best service to its attorneys, as well as offering and delivering the best product to injured clients. If we achieved these objectives, we would become the premier non-recourse advance company in the country. We decided to execute our plan by offering: The best posted non-compounding rates in the industry Capped advance payoffs Surgical funding, when insurance is not available to the injured, at the same low rates As more attorneys and clients realized the benefits of doing business with us, the company expanded its reach outside of New York’s Tri-State area into other markets nationwide, including Florida, Pennsylvania, Texas, Nevada, and California. As we grew in size, we decided we needed help to facilitate this growth and brought on board long time friends Jason Miller and Chris Mollica. We knew that these two would be a perfect fit to help continue the rapid increase in business that 5 Star was experiencing. The team now formed would be committed to reforming the legal funding industry’s blemished reputation. After 10 years of developing a strong company with a great product, responsive to attorneys and clients’ needs, 5 Star Legal Funding now works with over 425 law firms nationwide. Every attorney and every client is taken care of by a firm Partner or a personal Relationship Manager. Never An Operator! And Our Efforts Are Rewarded
msmarco_doc_00_28525549
http://5starrental.com/wp-content/uploads/2014/12/Coffee-Maker-Instuctions.pdf
100-CUP Coffee Maker Instructions 100-CUP Coffee Maker Instructions INSTRUCTIONS
100-CUP Coffee Maker Instructions 100-CUP Coffee Maker Instructions Water Level Measure of Ground Coffee 100 cups 6 ¼ cups 80 cups 5 cups 60 cups 4 cups 40 cups 2½ cups *Do not make less than 40 or more than 100 cups of coffee at one time INSTRUCTIONS Fill the coffeemaker with cold water to the desired cup level. Marks on inside of the coffeemaker show cup levels. Do not fill past maximum cup level. Insert rod into center of the coffee pot and place ground basket on rod. Spread the grounds evenly in the basket. Use standard measuring cups to measure the grounds. Do not let any grounds fall into the stem opening. Do not use “Drip” or finely ground coffee because the basket can flood. The amount of ground coffee recommended will make mild strength coffee which most people prefer. The amount of coffee used can be adjusted to suit your preference. Place the cover on the coffeemaker and turn to lock into the handle slots. Plug the cord into a 120 volt AC grounded electric outlet ONLY. If applicable, set the “ON/OFF” switch to “ON.” The coffeemaker will stop perking automatically (each cup requires no longer than 1 minute brewing time). Coffee is ready when the light in the base glows. Coffee will remain at serving temperature as long as the coffeemaker is plugged in (and the switch is “ON”). When about 3 cups of coffee remain in the coffeemaker, or when the coffee can no longer be seen in the view tube, turn the switch “OFF” and unplug the cord from the electrical outlet. Note: Liquid must always cover the inside bottom of the appliance at all times. Falling below the minimum level could cause overheating and damage to internal components and will void the warranty. *SPECIAL NOTE ON GRINDING COFFEE BEANS: If you grind your own coffee beans, grind to medium coarseness for best results. DO NOT grind too fine (powder-like) because this can cause the basket to flood. INSTRUCTIONS FOR HEATING WATER FOR INSTANT BEVERAGES Plain water may be heated in your coffeemaker for use with instant beverages. Simply fill the coffeemaker with cold water to the desired cup level, insert the center rod and the clean, empty basket into position the same as for making coffee. Secure the cover in place and plug the coffeemaker in. If applicable, set the “ON/OFF” switch to “ON.” Heat the water until perking stops and the light on the base glows. Remove the cover, lift out the basket and rod with a hot pad, and replace the cover. Unplug the coffeemaker when less than 3 cups of water remain. Other than making coffee or heating water, no other liquid should be heated in the coffeemaker because damage to the heating unit can occur.
msmarco_doc_00_28534281
http://5starstudents.com/
Home | 5-Star Students
Take School Involvement to the Next Level ! Take School Involvement to the Next Level! Stepping-Up Student Engagement Podcast with Phil Boyte 5-Star Students Can Help!
Home | 5-Star Students Required to screen temperatures or perform health checks? Record and monitor data with 5-Star Students See More Take School Involvement to the Next Level! Increase student, staff and community engagement with our unique, easy to use system Play video 1. Track student involvement in school activities and events with web, mobile and barcode scanning technology 2. Drive. Assign point values and incentives to drive involvement. Identify uninvolved students and get them engaged on your campus 3. Recognize. Manage programs to encourage and recognize school involvement. Monitor your progress and publish results online Stepping-Up Student Engagement Read about us in the December 2017 issue of Education Technology Insights magazine Read the article Podcast with Phil Boyte Listen to 5-Star Students co-founder Greg Hroch discuss student engagement with renowned speaker and author Phil Boyte from Learning For Living Listen to the podcast 5-Star Students Can Help! Track participation in school clubs or any other group on campus Track attendance at school events, manage ticket lists and validate during check in Record student arrival and departure times at events or interventions Distribute surveys to collect feedback and manage voting for elections, courts, or yearbook superlatives Identify and target specific uninvolved student groups Show correlation between involvement and grades/attendance/discipline Drive more attendance and increase revenue at paid school events Check in students to events or interventions via school-issued ID cards with a barcode scanner. The system supports connected, batch or bluetooth scanner options Scan barcodes on your phone with the camera scan feature inside our 5-Star Students Manager mobile app, no other equipment needed! With the 5-Star Students app, students can self-check into events by connecting to proximity beacons California schools, are you ready for LCAP? Find Out More
msmarco_doc_00_28539394
http://5startaxirochester.com/
Taxi Rochester NY | Rochester Taxi | Five Star Taxi
Taxi Rochester NY | Airport Taxi Rochester Taxi Rochester NY | Airport Taxi Rochester
Taxi Rochester NY | Rochester Taxi | Five Star Taxi Taxi Rochester NY | Airport Taxi Rochester Five Star Taxi & Airport Transportation provides all types of taxi services to Rochester, NY and all of surrounding Monroe County areas. A locally owned business, we are native to the Rochester area, and guarantee that you will receive prompt, courteous service. Our company is available to pick you up all day, every day. Whether you need a ride to the airport, a doctor’s appointment, or just want to make it to campus safely, we can help. Five Star Taxi ensures clean, smoke-free vehicles for your riding comfort, and offer multiple vehicle sizes to accommodate any size party. Interested in a business or corporate account? We can do that too! Give us a call and we will be there on time, every time. We do all types of taxi service, so if you need a ride, call us! Contact Five Star Taxi & Airport Transportation today!
msmarco_doc_00_28541689
http://5startuning.com/got-a-v10-6-8l/
Got a 1997-2010 V10 6.8L? - 5 Star Tuning
GOT A 1997-2010 V10 6.8L? GOT A 1997-2010 V10 6.8L? AREAS WE ADDRESS VIDEOS DYNO GRAPHS 1997-2010 V10 6.8L products? 2005-2010 Super Duty 6.8L Cold Air Intakes (5) 2005-2010 Super Duty 6.8L Combo Kits (2) 2005-2010 Super Duty 6.8L Drop-In Filters (3) 2005-2010 Super Duty 6.8L Email Tunes (3) 2005-2010 Super Duty 6.8L Exhaust Dual Exit (3) 2005-2010 Super Duty 6.8L Exhaust Single Exit (5) 2005-2010 Super Duty 6.8L Filter Cleaning Kits (16) 2005-2010 Super Duty 6.8L Headers & Midpipes (3) 2005-2010 Super Duty 6.8L Suspension Upgrades (14) 2005-2010 Super Duty 6.8L Thermostats (1) 2005-2010 Super Duty 6.8L Throttle Bodies (1) 2005-2010 Super Duty 6.8L Tuner & Programmers (9)
Got a 1997-2010 V10 6.8L? - 5 Star Tuning GOT A 1997-2010 V10 6.8L? AREAS WE ADDRESS FUEL TABLES Fuel tables are modified for either better economy or all out performance. Depending on your needs is how most tables are set up. Most vehicles that go into Open Loop use this fuel table for its fueling requirements. Most 2v V10’s will not step up into Open Loop (power enrichment) at WOT and from the factory are calibrated to operate in Closed Loop which restrains power levels. By correcting this power enrichment function alone can increase power and toque from your 2V V10. DRIVE BY WIRE Improvements will be much better throttle response, step on go pedal, vehicle will respond quicker…this DBW system is a torque driven system, it works by taking a certain amount of torque via engine and wheel and applies it to what the driver foot say it needs; a better way to explain it is its a torque limiter. It only allows so much torque at a given pedal position. Stock tables are conservative and numb at best and that’s why one would feel some times a lag or a goofy pedal with DBW systems. For a 3v V10 this is one of the most critical areas that must be addressed and modified to generate more torque and throttle response. By reworking the OEM strategies makes your V10 seems as if 2 more cylinders were added over night! TIMING Can be increased in most RPM areas for improved Torque and HP. Running a higher Octane fuel will net more power and economy. However, with a V10 2v or 3v even running 87 Octane fuel can yield some respectable gains in power and torque over stock. TORQUE CONVERTOR SCHEDULES In all 2v and 3v V10’s Torque Converter strategies can be reworked to lock up sooner and stay locked longer at light cruising speeds to also help with economy…A locked converter is power to the ground. Some times a stock truck when you hit any incline the truck will unlock OD gear and down shift. We can get your truck to hold OD longer and not unlock… now of course on large hills it will down shift…like it should…On the 3v V10’s, the Ford Strategy is to NOT use all 5 gears in the Torq Shift transmission. Hard to believe I know. In non-tow/haul modes Ford uses only 4 gears when going up through the gearbox. With a custom tune from 5 Star we will use all gears in our shifting and torque converter lock strategies. You will also see quicker shifts, as the truck will proceed into OD quicker than stock strategy. This will provide better power and economy out of your 3v V10. SHIFT PRESSURES Shift pressures can be increased and timers can be decreased to help keep trans temperatures down and give the truck or any vehicle a better overall feel. In a V10 shifts are quick and firm most of the delay between shifts are eliminated when using custom tunes. SHIFT SCHEDULES Can be modified to an economy or towing calibration. An economy calibration up-shifts will be sooner. Towing calibration shifting will occur higher in the RPM ranges to keep vehicle from lugging and take advantage of the engines peak torque. In 2v V10’s that do not have Tow/Haul mode this can be beneficial when towing. On the 3v V10’s, the Ford Strategy is to NOT use all 5 gears in the Torq Shift transmission. Hard to believe I know. In non-tow/haul modes Ford uses only 4 gears when going up through the gearbox. With a custom tune from 5 Star we will use all gears in our shifting and torque converter lock strategies. You will also see quicker shifts, as the truck will proceed into OD quicker than stock strategy. This will provide better power and economy out of your 3v V10. WHERE IS MY ECU STRATEGY CODE? At the time of your order if your ECU strategy code is known, we will send your tuner loaded with tunes on your selected tuner. If this information is not known at the time your order is placed you will be provided a blank tuner to acquire the needed vehicle information.Where do I find my ECU Strategy Code?If using an SCT or Bully Dog Device: On your device under vehicle information, you will find your ECU Strategy Code. An example of an ECU Strategy Code is PKRK0R2. Note: If your vehicle is a 2015+ we will also need your ECU Strategy (PKRK0R2). For diesel applications we will need your ECU SWPN (HL3A-14C204-BPH), TCU Strategy (TPCL0HH) and TCU SWPN (HL3A-14C337-HH).If using an HP nGauge: Plug your nGauge into the OBD2 port the vehicle you intend to tune. Use the menu on your device to select TUNING, then proceed to select the PCM type and choose READ VEHICLE. Upon selecting “read” you will see a variety of vehicle options. Select your application vehicle such as: “2017 F150 Ecoboost 3.5L GTDI V6: PCM + TCM” “TC-277A 4M+TCM.”If using an Diablo inTune or Trinity: For Diablo InTune & Trinity devices please follow the steps included with your device to acquire your stock upload file. This file will end in .frg and .grg and will include your needed vehicle information. VIDEOS YouTube 5 Star Tuning 2.28K subscribers Subscribe 5 Star Tuning ! Super Duty V10 Real World Tow Test 14k lbs ! Watch later Copy link Info Shopping Tap to unmute If playback doesn't begin shortly, try restarting your device. More videos More videos Switch camera Share Include playlist An error occurred while retrieving sharing information. Please try again later. Watch on 0:00 0:00 0:00 / 6:10 Live • YouTube Freedomtoday1 12 subscribers Subscribe 2008 V10... 0-70 19,120# combined Watch later Copy link Info Shopping Tap to unmute If playback doesn't begin shortly, try restarting your device. Switch camera Share Include playlist An error occurred while retrieving sharing information. Please try again later. 0:00 0:00 0:00 / 0:51 Live • YouTube DYNO GRAPHS Previous Next 1997-2010 V10 6.8L products? 2005-2010 Super Duty 6.8L Cold Air Intakes (5) 2005-2010 Super Duty 6.8L Combo Kits (2) 2005-2010 Super Duty 6.8L Drop-In Filters (3) 2005-2010 Super Duty 6.8L Email Tunes (3) 2005-2010 Super Duty 6.8L Exhaust Dual Exit (3) 2005-2010 Super Duty 6.8L Exhaust Single Exit (5) 2005-2010 Super Duty 6.8L Filter Cleaning Kits (16) 2005-2010 Super Duty 6.8L Headers & Midpipes (3) 2005-2010 Super Duty 6.8L Suspension Upgrades (14) 2005-2010 Super Duty 6.8L Thermostats (1) 2005-2010 Super Duty 6.8L Throttle Bodies (1) 2005-2010 Super Duty 6.8L Tuner & Programmers (9)
msmarco_doc_00_28542874
http://5starupnorth.com/
5 Star Marketing and Distribution - 5 Star
Home Showcase Magazine Up North Action Magazine Brochure Distribution Recent Projects ABOUT US Our Magazines Emailed to Your Inbox
5 Star Marketing and Distribution - 5 Star Slide One No Job Too Big or Too Small! We have marketing plans for any size budget. Slide Two Graphic Design Colorful printed brochures and catalogs Slide Three Distribution 600+ display racks in Key Distribution Areas Home Showcase Magazine Top real estate magazine that features thousands of listings from dozens of real estate offices throughout northern Wisconsin and UP Michigan. Learn More Up North Action Magazine Magazine that features articles, photographs, and events for an 18-county area of northern Wisconsin and UP Michigan. Learn More Brochure Distribution Each year visitors pick up over 3 million rack cards, brochures, and magazines from our 600+ display racks. Learn More Recent Projects ABOUT US Unlike any advertising agency, 5 Star Marketing and Distribution is a brand-marketing firm whose approach is more like that of a fully-integrated marketing department. This means not only creating and developing marketing pieces, but also making sure that the pieces and messages are delivered to their target audiences. 5 Star Marketing and Distribution is a publishing company based out of Tomahawk, Wisconsin. We trace our beginning back more than 25 years when it was then known as Assured Publishing. Since then 5 Star has grown into a reputable company that services northern Wisconsin businesses ​with their marketing needs. Our Magazines Emailed to Your Inbox Sign up to get every issue of Up North Action or Home Showcase magazines delivered to your inbox! 5 Star Marketing & Distribution 409 South Park Drive P.O. Box 10 Tomahawk, WI 54487 715-453-4511 info@5StarUpNorth.com Up North Action Sign Up! Home Showcase Sign Up!
msmarco_doc_00_28550173
http://5temperateshrublandchaparral.weebly.com/plants-and-animals.html
Plants and Animals - Temperate Shrubland/Chaparral
Food Web of the Chaparral
Plants and Animals - Temperate Shrubland/Chaparral Home Biome Basics Plants and Animals Productivity Human Impact and Ecotourism Activities Works Cited Food Web of the Chaparral Producers: Common producers in the California Chaparral include the Blue Oak, the Coyote Brush and the Fairy Duster. Plants in the Chaparral must be adapted to irregular rainfall, drought and fire. For example, the Blue Oak, which is native to California, has an extensive root system and a waxy coating on its leaves. The Coyote Brush has a flame retardant chemical makeup and flame retardant leaves. Neither plant is endangered due to their ability to adapt. Primary Consumers: Primary consumers in the California include small rodents, insects, hares (like the Jackrabbit) and birds (Cactus Wren). Furthermore, many animals like the Spotted Skunk and the Grey Fox are omnivores, eating both plants and animals. Currently the California Chaparral is disappearing due to urbanization and development. As this occurs, the Cactus Wren is continually losing its habitat. However, the Cactus Wren is not yet threatened or endangered due to its adaptability though it is protected by the Migratory Bird Treaty Act. The Jackrabbit, the Spotted Skunk and the Grey Fox are plentiful in the wild. Secondary/Tertiary Consumers: Secondary and tertiary consumers in the California Chaparral include the Grey Fox and the Puma as well as other large mountain lions and cats. Currently the Puma is fully protected from hunting in California. Other threatened/endangered consumers not pictured include the San Joachim Kit Fox and the Island Grey Fox. Scavengers and Decomposers: Coyotes (opportunists) are prevalent in the California Chaparral. Other decomposers include basic fungi and bacteria.
msmarco_doc_00_28552196
http://5themesofparis.weebly.com/
5 themes of Paris - Home
5 Themes of Paris, France Location Place Movement Human environment Interaction Region
5 themes of Paris - Home 5 Themes of Paris, France The five themes of Paris consist of the five themes of geography and the seven elements of culture. All of these are connected to eachother. the five themes of geography are location, place, movement, region, and human environment interaction. Location there are two parts that are included in location, absolute and relative location. absolute location is latitude and longitude and relative location consists of of direction and relation to other geographical landmarks.the absolute location of Paris is 48 degrees north and 2 degrees east. the relative location is southeast of England, west of Germany and Italy. Place place involves what it is actually like at this location. there are human characteristics which are man made features. then there are physical characteristics which are natural features that are included in the location. some human characteristics are roads, buildings, people, and culture throughout the city. some physical characteristics are trees, rivers, and many other things. some specific human characteristics are the Eiffel tower and city buildings. Movement movement is the factors of moving people, goods, and ideas. in paris, the movement of people is just simple transportation in the city and the country. such as cars, trains, etc. the movement of goods involves importing and exporting goods in and out of the country. ideas can be moved in many ways. they can be shared as part of the culture, they can be spread through religion, and they can be an idea for a concrete object. Human environment Interaction in Paris, there are many factors that are a part of HEI. many minerals are produced and worked with in France. the result of this effects the environment by creating pollution and hurting the atmosphere. the environment affects humans in some ways also. the weather allows agriculture and crops to prosper during the summer. in Paris, the rainiest months are July and August and the driest month is January Region region consists of unique features and location. Paris is located in the central north region of France. the weather varies greatly depending on region in france. weather can be very different throughout the country during different times of the year.
msmarco_doc_00_28554204
http://5thsrd.org/rules/leveling_up/
Leveling Up - 5th Edition SRD
Leveling Up Leveling Up Character Advancement
Leveling Up - 5th Edition SRD Leveling Up As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level. When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character's proficiency bonus increases at certain levels. Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up). When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level fighter has a Constitution score of 18, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8. The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character's class description to see what other improvements you gain at each level. Character Advancement Experience Points Level Proficiency Bonus 0 1 +2 300 2 +2 900 3 +2 2,700 4 +2 6,500 5 +3 14,000 6 +3 23,000 7 +3 34,000 8 +3 48,000 9 +4 64,000 10 +4 85,000 11 +4 100,000 12 +4 120,000 13 +5 140,000 14 +5 165,000 15 +5 195,000 16 +5 225,000 17 +6 265,000 18 +6 305,000 19 +6 355,000 20 +6
msmarco_doc_00_28556731
http://5thsrd.org/rules/multiclassing/
Multiclassing - 5th Edition SRD
Multiclassing Multiclassing Prerequisites Experience Points Hit Points and Hit Dice Proficiency Bonus Proficiencies Multiclassing Proficiencies Class Features Channel Divinity Extra Attack Unarmored Defense Spellcasting Multiclass Spellcaster: Spell Slots per Spell Level
Multiclassing - 5th Edition SRD Multiclassing Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options. With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character. As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility. Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores. Class Ability Score Minimum Barbarian Strength 13 Bard Charisma 13 Cleric Wisdom 13 Druid Wisdom 13 Fighter Strength 13 or Dexterity 13 Monk Dexterity 13 and Wisdom 13 Paladin Strength 13 and Charisma 13 Ranger Dexterity 13 and Wisdom 13 Rogue Dexterity 13 Sorcerer Charisma 13 Warlock Charisma 13 Wizard Intelligence 13 Experience Points The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric. Hit Points and Hit Dice You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character. You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice. Proficiency Bonus Your proficiency bonus is always based on your total character level, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3. Proficiencies When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table. Multiclassing Proficiencies Class Proficiencies Gained Barbarian Shields, simple weapons, martial weapons Bard Light armor, one skill of your choice, one musical instrument of your choice Cleric Light armor, medium armor, shields Druid Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Fighter Light armor, medium armor, shields, simple weapons, martial weapons Monk Simple weapons, shortswords Paladin Light armor, medium armor, shields, simple weapons, martial weapons Ranger Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list Rogue Light armor, one skill from the class's skill list, thieves' tools Sorcerer - Warlock Light armor, simple weapons Wizard - Class Features When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting. Channel Divinity If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes. Extra Attack If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack. Unarmored Defense If you already have the Unarmored Defense feature, you can't gain it again from another class. Spellcasting Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook. Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus. Spell Slots. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level. For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know — and potentially enhance their effects. Pact Magic. If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know. Multiclass Spellcaster: Spell Slots per Spell Level Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 2 - - - - - - - - 2nd 3 - - - - - - - - 3rd 4 2 - - - - - - - 4th 4 3 - - - - - - - 5th 4 3 2 - - - - - - 6th 4 3 3 - - - - - - 7th 4 3 3 1 - - - - - 8th 4 3 3 2 - - - - - 9th 4 3 3 3 1 - - - - 10th 4 3 3 3 2 - - - - 11th 4 3 3 3 2 1 - - - 12th 4 3 3 3 2 1 - - - 13th 4 3 3 3 2 1 1 - - 14th 4 3 3 3 2 1 1 - - 15th 4 3 3 3 2 1 1 1 - 16th 4 3 3 3 2 1 1 1 - 17th 4 3 3 3 2 1 1 1 1 18th 4 3 3 3 3 1 1 1 1 19th 4 3 3 3 3 2 1 1 1 20th 4 3 3 3 3 2 2 1 1
msmarco_doc_00_28558946
http://5tjt.com/about-us/
About Us - The 5 Towns Jewish Times
About Us About Us Editorial Policies:
About Us - The 5 Towns Jewish Times About Us Every community has its own unique personality and voice. Like its 5 Towns namesake, the 5 Towns Jewish Times is reliable but adventurous, refined but prone to the unexpected. Above all, the 5 Towns Jewish Times is unfailingly direct and refreshingly candid in its weekly reporting of local and regional news and happenings, as they pertain to residents of the 5 Towns, New York City’s five boroughs, and throughout greater Long Island. Mission Statement: The 5 Towns Jewish Times is committed to showing the best of our Orthodox Jewish community, while reflecting reality. The 5 Towns Jewish Times is committed to address all matters of note from a position of intelligence, integrity, and accuracy; and to report difficult social, political, and religious issues from all viewpoints without bias, whitewashing, or journalistic oversimplification. Editorial Policies: The editorial policy of the 5 Towns Jewish Times is to maintain a middle-of-the-road point-of-view to shed light on all reasonable perspectives in a fair and balanced way. The 5 Towns Jewish Times editorial policy, as it pertains to Israel, is to remain firmly committed to the safety and support of Eretz Yisroel and its people, and to the success of the government of the State of Israel. The 5 Towns Jewish Times also presents legitimate and constructive criticism of the Israeli government’s policies when and where warranted. About the 5 Towns: The 5 Towns of Nassau County (Inwood, Lawrence, Cedarhurst, Woodmere, and Hewlett) is a suburban enclave bordering on Far Rockaway, Queens, and approximately ten minutes southeast of Kennedy Airport. The community is largely centered around the Long Island Railroad, which carries a significant percentage of 5 Towns residents to and from New York City on a daily basis. Many 5 Towns residents are Orthodox Jewish professionals, entrepreneurs, esteemed members of academia, and charismatic religious leaders. The 5 Towns is renowned as a community of fascinating individuals and colorful personalities. Aside from spacious homes, abundant trees, and rolling backyards, the 5 Towns boasts a wealth of bustling shuls, world-class yeshivas, dazzling shops, a tantalizing variety of restaurants, active political discourse, and an impressive infrastructure of community activism and charitable activities. The voice of the 5 Towns’ Orthodox Jewish community, the 5 Towns Jewish Times, week after week, successfully captures the local lexicon and compellingly conveys the frenetic, though charming, pace of life that is unique to the 5 Towns Orthodox Jewish community. Larry Gordon Publisher/Editor Esta J. Gordon Managing Editor Dovi Gordon, Yochanan Gordon Sales Managers Chana Rochel Ross Production Manager Michele Justic Managing Copy Editor Sidi Baron, David Fox, Sales Representatives Beth Cohen, Rachel Glass Copy Editor Hannah Reich Berman, Rabbi Moshe Bloom, Anessa V. Cohen, Rabbi Aryeh Z. Ginzberg, Yoni Glatt, Toby Klein Greenwald, Rabbi Yair Hoffman, Ron Jager, Dr. Bernie Kastner, Shmuel Katz Contributing Editors Esther Mann, Rochelle Miller, Rabbi Meir Orlian, Rabbi Yitzie Ross, Rabbi Avrohom Sebrow, Baila Sebrow, David J. Seidemann, Dr. Alex Sternberg, Chanita Teitz, Rabbi Tuvia Teldon, Gershon Veroba Contributing Editors Ivan Norman Staff Photographer NDH Web Design Web Maintenance Design2Pro.com Layout Michael Kurov Art Director The Five Towns Jewish Times is an independent weekly newspaper. Opinions expressed by writers and columnists are not necessarily those of the editor or publisher. We are not responsible for the kashrus or hashgachah of any product or establishment advertised in the Five Towns Jewish Times. Contact us with your inquiries at 516-569-0502 or email us at editor@5tjt.com For any Web-related inquiries, email us at info@ndhweb.com
msmarco_doc_00_28568423
http://5top.com/5-greatest-queens-in-european-history/
Top 5 Greatest Historical Queens
The 5 Greatest Queens in European History The 5 Greatest Queens in European History 5. Eleanor of Aquitane 4. Elizabeth I 3. Isabella I of Castile 2. Queen Victoria 1. Boudica Reference:
Top 5 Greatest Historical Queens The 5 Greatest Queens in European History Posted by: Cassie Raine ||||| 0 I Like This List! ||||| Throughout history there have been tough women who have held on to what was theirs and became immortalised in living memory. Here we examine 5 of the greatest Queens in European history, that have ever lived. 5. Eleanor of Aquitane Eleanor was a rather magnificent woman. Inheriting her deceased father’s Duchy of Aquitaine and Poitiers, aged just 15, she became an incredibly powerful monarch. Being extremely well educated she took it upon herself to transform Aquitaine into one of the leading intellectual and cultural centres in Medieval Europe. She is perhaps best known for her role in masterminding trade agreements between Western Europe, Constantinople and the Holy Land. After she had her marriage to Louis VII annulled, she became Queen Consort to Henry II of England. Sadly this did not end well after she and three of her sons backed a revolt against Henry when he had Thomas Becket assassinated. She was imprisoned for 16 years 4. Elizabeth I Daughter of Henry VIII and Anne Boleyn, the Virgin Queen was destined to make history. Unlike her predecessors, Elizabeth never married, meaning that she retained complete power of the monarchy. She was a highly educated woman who, when she came to power, turned the English court into a place for poets, musicians and writers. Elizabeth is perhaps best known for her defeat of the Spanish Armada in 1588, after the execution of her cousin Mary, Queen of Scots, in 1587, as well as her tolerance for all religions and the rights of her subjects to practise them, despite her turning England into a Protestant country. Elizabeth was an amazing woman and one who history will be hard pushed to forget! 3. Isabella I of Castile Isabella became queen when she married Ferdinand of Aragon in 1469. She was joint ruler of Spain, but also governed independently of Ferdinand. A staunch Catholic, she was the driving force behind the creation of the Spanish Inquisition, which resulted in thousands of Jews (and eventually Muslims) being tortured and fleeing the country, uniting Spain in one religion – Roman Catholicism. Of course Isabella wasn’t all bad, she sponsored Christopher Columbus’ voyage and encouraged scholarship amongst her subjects. Her reign came to an end when she died in 1504. 2. Queen Victoria Queen Victoria was arguably the most powerful woman to have ever reigned so far. She also ruled for the longest time known to date – 63 years! She was the head of the rather impressive British Empire, which stretched across 6 continents and meant that she ruled over some 400 million people. She was a fair queen and supported many social reforms that went through Parliament, such as abolishment of slavery in all colonies of the British Empire, reducing working hours in textile mills and giving all male householders the right to vote. Her reign came to an end when she died in 1901. 1. Boudica Boudica gets top spot, not because she was a powerful queen who ruled a country or because she introduced life changing reforms. Boudica is at the top spot because of her truly breath-taking assault against the Roman Empire and the impression that she has left in our memories, even 2000 years later. She was Queen of the fierce Iceni tribe with her husband King Prasutagus. When the Romans invaded Britain they offered Prasutagus a deal, he could reign as king in the name of the empire. This relationship broke down when he died and the Romans tried to seize his lands. Boudica was flogged and her daughters raped, which resulted in her leading an uprising against them. She managed to rally thousands of men from various tribes in a revolt that, for some time, was beginning to push the Romans back. Sadly this didn’t last forever and Boudica and her army were defeated. Instead of allowing herself to be captured it is said that she killed herself with poison. One thing’s for sure, Boudica is nothing short of being an inspiration! Reference: www.womeninworldhistory.com 2013-05-08 Cassie Raine tweet
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Top 5 Autobiographies Of All Time
5 Of The Best Autobiographies Ever Written 5 Of The Best Autobiographies Ever Written 1. Long Walk to Freedom: The Autobiography of Nelson Mandela 2. Gandhi, An Autobiography: The Story of My Experiments with Truth 3. The Diary of a Young Girl, by Anne Frank 4. Eat, Pray, Love, by Elizabeth Gilbert 5. Me: Stories of My Life, by Katharine Hepbur
Top 5 Autobiographies Of All Time 5 Of The Best Autobiographies Ever Written Posted by: Nicky Curtis ||||| 0 I Like This List! ||||| We all love a celebrity story, however these days a singer/actor/model/slightly famous person only has to make the headlines once and they’re writing their memoirs! Never fear, there are some stories that stand out for real, credible reasons. Through hardship and tears, wars and upheaval, real-life stories are inspirational, and open our eyes to the very real possibility that anything can happen. Unfortunately there are some pretty poor autobiographies out there, remember that one-hit wonder? Yeah, they wrote a book, but you won’t really want to read it. Read on for five of the best. 1. Long Walk to Freedom: The Autobiography of Nelson Mandela Mandela is an inspirational figure, one of the great leaders of our time, and a true hero. In his best-selling autobiography we get a rare insight into the private life of this heroic figure, discussing the difficult break-up of his first marriage and how it affected his relationship with his children, before moving onto the fight for peace and struggle against racial oppression in his home country of South Africa. Fascinating and inspirational, the story of the Nobel Peace Prize winner and his difficult time in prison, is a definite page-turner. For a few quotes and snippets, check this page out. 2. Gandhi, An Autobiography: The Story of My Experiments with Truth There are few people in this world who haven’t heard of Gandhi. Inspiring and pioneering, this book explains his values, beliefs and simple way of life, in a journey to non-violent independence and enlightenment. For anyone who wants a glimpse of some of the best qualities of human nature, this is the book for you. 3. The Diary of a Young Girl, by Anne Frank Not a story to be read without your tissues, the moving, emotional tale of young Anne Frank and her family’s quest to stay hidden from the Nazis during the Second World War is a classic autobiography, and remains a best-seller to this day. The story chronicles how Anne and her family hid in an Amsterdam warehouse, to avoid the Nazis, but ends when they are eventually found. Tear-jerking, deep and very, very moving. 4. Eat, Pray, Love, by Elizabeth Gilbert Made famous by Julia Roberts in the recent adaptation of this classic book, Eat, Pray Love is an autobiographical story of Elizabeth Gilbert’s quest to find herself. Hitting her 30s, Gilbert realises that she isn’t truly happy, despite having everything that “should” make her happy, so she does what any self-respecting heroine does, she leaves, risks it all and embarks on an enlightening adventure – made all the more inspiring because it’s true. 5. Me: Stories of My Life, by Katharine Hepbur Sophisticated, talented, beautiful and alluring, Katharine Hepburn was a mystery until she published her memoirs, spilling all about her private life, the behind doors’ struggles and briefly telling all about her relationship with Spencer Tracy. The life story of the four times’ Academy Award Winner is a must for any fan of the silver screen. Whatever your interest or niche, there is an autobiographical tale for you, it’s all a case of deciding who interests you and finding their book. These are five classics, can you add any others? Image source – Amazon Autobiographies 2013-03-16 Nicky Curtis tweet
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Top 5 Villains Of Greek Mythology
The Top 5 Bad Guys Of Greek Mythology The Top 5 Bad Guys Of Greek Mythology 5. Ouranos – Father Of The Year? 4. Kronos – Like Father, Like Son 3. Tereus, Prokne & Philomela – Trouble With The In-Laws 2. King Minos – The Man With The Animal Sperm 1. Ares, God of War Reference:
Top 5 Villains Of Greek Mythology The Top 5 Bad Guys Of Greek Mythology Posted by: Cassie Raine ||||| 0 I Like This List! ||||| Many of us have grown up knowing a little or a lot about Greek mythology, especially those of us who grew up watching the likes of Xena Warrior Princess or Hercules, heck even Percy Jackson and the Lightning Thief can’t help but ensnare us and pull us in to that wonderfully fantastical world of the Ancient Greeks. From films such as Troy to 300 to Spartacus, we all have our favourites. So when it comes down to the biggest and baddest within Greek Mythology, who gets the top prize? Well, we have put together a list of our 5 favourite bad guys in Greek Mythology for you to peruse. Maybe you agree with who we have chosen, maybe you don’t. Either way, let us know what you think! In ascending order… 5. Ouranos – Father Of The Year? Uranus gets his comeuppance – His son Kronos castrates him. At number 5, we have none other than Ouranos/Uranus. The father of the primordial Gods, the Titans. He wasn’t a particularly pleasant chap to say the least. He hated his kids so much he shoved them back inside their mother, Gaia, and refused to let them out! If that wasn’t bad enough, he was such a lusty fellow, that he’d force himself upon Gaia every night and have intercourse with her. Can you imagine how painful THAT must have been, especially with your kids shoved back inside you?! Eeek! Thankfully his reign of terror was brought to an abrupt end by his son Kronos, who chopped off his crown jewels, which sprayed semen everywhere and brought about the Furies, Giants and the Meliads ( tree-nymphs ). Ouranos’ genitals were carried across the sea and gave birth to Aphrodite, the Goddess of Love. If only we could say that Kronos would go on to be a wonderful hero. Alas, tis not to be so… 4. Kronos – Like Father, Like Son Kronus (Saturn) here seen eating his Son Poseidon, as you do… After slaying his father, Kronos/Cronus (also identified as the Roman God Saturn) became the ultimate power in the universe. Through his union with Rhea (another Titan), he fathered the Olympian Gods that many of us know, love and hate today. It was prophesied that, like his father before him, Kronos was to be overthrown by his son – how about that for karma! Realising that shoving his kids back inside his wife wasn’t going to work, Kronos decided he’d eat them instead. As each was born (Hestia, Demeter, Hera, Hades and Poseidon) he grabbed them from Rhea and swallowed them whole! Upon advice from her parents Rhea fled to Crete, gave birth to Zeus in secret and returned to Kronos with a stone wrapped in a blanket, which he ate without suspecting a thing. When Zeus was a grown lad he returned, forced Kronos to vomit out his siblings, overthrew him and then banished him to a dark, gloomy place. There’s a lesson in here somewhere – don’t eat your kids! People take offence to that kind of thing! 3. Tereus, Prokne & Philomela – Trouble With The In-Laws Dinner is served… It’s your son’s head At number 3 we have a trio (quite fitting really) whose stories are so entwined they all need to be included. However, the worst offender of them all is probably Tereus, because his actions set off this chain of events. He was married to Prokne, who bore him a son called Itys. She became very lonely after his birth and sent Tereus to fetch her sister Philomela, whom Tereus lusted after and eventually raped on the return journey. To stop her from telling her sister, he imprisoned Philomela, cut out her tongue and told Prokne her sister was dead. Philomela wove a tapestry about her ordeal and sent it to her sister via a kind servant. Upon receiving it, Prokne collected her sister and smuggled her into the castle, then she killed her baby son and they both cut him up and cooked him as a meal for Tereus. After eating his son, Tereus asked where Itys was, when Prokne told him he flew into a rage. Before he could attack the women, the Gods intervened and turned all three of them into birds. Moral of the story? Keep it in your pants! 2. King Minos – The Man With The Animal Sperm King Minos was not the nicest of guys to be around. He was a major adulterer, which led to his wife, Pasiphae, bewitching him so that he would ejaculate scorpions and snakes when he had intercourse, this naturally made many women shy away from him. But perhaps the thing he is best known for is his labyrinth that entombed the doomed Minotaur, offspring of Minos’ wife with the beautiful white bull sent by Poseidon. Minos had asked the sea God to send him a bull that he would sacrifice to show his worthiness to be crowned King of Crete. Minos went back on the deal which angered Poseidon who then gave Pasiphae an insatiable urge to mate with the bull, which resulted in the birth of the Minotaur. He chucked the creature into the labyrinth where he would demand 7 young men and 7 young women be sent him from Athens periodically as a mark of respect to him and food for the Minotaur. The Athenians begrudgingly did this, after Zeus cursed them with a plague and an oracle told them they had to appease King Minos, Zeus’ son, by sending him these tributes. If that wasn’t bad enough, he punished his wife by tying her to the stern of his ship and dragging her through the water behind it until she drowned. Definitely not someone to get on the wrong side of! 1. Ares, God of War The fight for the top spot is a tough one, but ultimately is awarded to Ares God of War. Probably an obvious choice for some, he is here not just because of his own antics but also because of those of his offspring such as Diomedes ( who fed his horses human flesh ), Tereus ( who we met earlier) and Kyknos ( who cut off the heads of strangers and used their heads to build a temple to his father) to name a few. Ares himself is the Loki of the Greek pantheon. He is devious, deceptive and often downright callous. Anyone who has watched Xena, Warrior Princess can gauge a glimpse of what the war God would have been like, perhaps without that simpering, whining-after-a-woman-like-a-love-sick-puppy image. If his sister Athena stands for cool, calm, collected battle plans with an emphasis on rational uses for war e.g. to protect a community, then Ares is her complete opposite. He is blood-lust, he is slaughter and he is extreme cruelty. Often depicted on the battlefield with his sons, by Aphrodite, Phobos (terror) and Deimos (fear) by his side it is understandable why he was one of the most hated, yet probably most feared, of all the Gods. And that concludes our top 5 bad guys of Greek mythology. There are certainly some interesting, yet savage characters in this list, some you might never have even heard of until now. So, who’s your favourite bad guy? Reference: “ The Penguin Book of Classical Myths ” by Jenny March Mythology 2013-04-24 Cassie Raine tweet
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Top 5 Greek Myths
5 Of The Best Greek Myths Of All Time 5 Of The Best Greek Myths Of All Time 5. The 12 Labours of Heracles 4.The Story of Hades and Persephone 3. The Minotaur 2. The Story of Prometheus 1. Perseus and Medusa
Top 5 Greek Myths 5 Of The Best Greek Myths Of All Time Posted by: Cassie Raine ||||| 0 I Like This List! ||||| If there is one set of myths that has stood the test of time, it is the Greek set. They pervade every aspect of Western society to date and here I will share what I believe are 5 of the best Greek myths of all time. 5. The 12 Labours of Heracles Prometheus & Hercules It was said that Zeus’ wife, Hera, hated his son with the Mycenae princess Alcmene so much, that she made Heracles ( Hercules) lose his mind - which in turn led to him slaughtering his family. When he awoke from his madness he prayed to the God Apollo, whose oracle told Heracles to serve King Eurystheus for 12 years. The king told Heracles that he had to perform 10 labours for him, although he ended up tricking Heracles into performing 12. These labours included the slaying of the nine-headed Hydra, obtaining the girdle of the Queen of the Amazons, and descending into Tartarus to capture Cerberus. Heracles passes all of his tasks and goes on to become the great hero that we all know and love. 4.The Story of Hades and Persephone Hades abduction of Persephone The God of the Underworld, Hades, falls in love with the daughter of Zeus and Demeter, Persephone, and decided to snatch her away to his kingdom. Fiercely angry at this, Demeter refused to make crops grow and plunged the Earth into perpetual winter. The Gods knew they had to appease Demeter by convincing Hades to release Persephone, however he tricked her into eating a pomegranate seed which meant that she could never leave the Underworld. In the end a compromise was reached that meant that Persephone would spend one half of the year with her mother and the other half with Hades. When Persephone is in the Underworld, Demeter makes the world become barren and cold until her daughter’s return in the Spring. 3. The Minotaur Theseus slayed the Minotaur King Minos prayed to Poseidon to be made King of Crete and asked for the God to give him a bull from the sea which he would sacrifice to him. Upon receiving the magnificent bull, Minos decided to keep it in his stables instead. Angry Poseidon took revenge by making Minos’ wife copulate with the bull which produced the Minotaur. After his defeat of Athens, Minos demanded they send tributes every 9 years to be chucked into the maze and left to be slaughtered by the Minotaur. Eventually Theseus slew the Minotaur, thus ending the horrific nightmare. 2. The Story of Prometheus A chained Prometheus being ripped open by an eagle In Greek mythology the Titan Prometheus created man from clay, at the command of Zeus. He was spared Tartarus with the other Titans because he had not taken up arms against the Olympians. In time Prometheus grew to love mankind more than the Olympians and when Zeus demanded to be given a large portion of meat from sacrificed animals, Prometheus decided to trick him into accepting bones which led to Zeus taking fire away from man. The angry Titan stole fire from the sun and took it back down to Earth. As punishment Zeus had him chained to a rock where an eagle repeatedly tore out his liver. He was eventually freed by Chiron the Centaur agreeing to sacrifice his life for him and Heracles killing the eagle and breaking Prometheus’ chains. 1. Perseus and Medusa Perseus confronting Phineus with the head of Medusa Possibly the best known, loved and retold Greek myth of all time, the story of Perseus and Medusa fascinates young and old alike. King Polydectes wishes to marry Perseus’ mother and therefore sends Perseus off to fetch him the head of Medusa by pretending he wants it as a wedding gift for a different bride. He is helped by various Gods and creatures on his quest. Perseus famously looked into his shield to see Medusa so that he would not be turned to stone when he slew her. Popping her into his bag he headed back home and presented King Polydectes with the head, who instantly turned to stone. I’d love to hear from you about your favourite Greek myths, so why not pop a comment below? Mythology 2013-07-08 Cassie Raine tweet
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Top 5 Most Dangerous Species of Sharks
Top 5 Most Dangerous Species of Sharks Top 5 Most Dangerous Species of Sharks 5. Oceanic Whitetip Shark (Carcharhinus longimanus) 10 total unprovoked 1 attacks, 3 deaths 4. Blue Shark (Prionace glauca) 213 total unprovoked attacks, 4 deaths 3. Bull Shark (Carcharhinus leucas) 92 total attacks, 26 deaths 2. Tiger Shark (Galeocerdo cuvier) 100 total attacks, 29 deaths 1. White Shark (Carcharodon carcharias) 272 total attacks, 74 deaths Sources:
Top 5 Most Dangerous Species of Sharks Top 5 Most Dangerous Species of Sharks Posted by: Samantha Inman ||||| 0 I Like This List! ||||| Sharks, by their very nature are a dangerous animal. Officially classified as a fish because of their ability to breath under water, it seems to do a disservice to the ferocity of these animals by grouping them in with something you can find in a pet store. Most are predators, equivalent to that of a lion. Although, unlike a lion they are solitary hunters, they are able to take down larger prey, including other sharks, dolphins, and sea lions in addition to their staple diet of native fish, and in some cases even sea turtles. They come in all shapes, sizes, and colors, and can be found in almost any major body of salt water around the world. The top five most dangerous sharks are organized according to the total amount of reported attacks on humans. 5. Oceanic Whitetip Shark (Carcharhinus longimanus) 10 total unprovoked 1 attacks, 3 deaths Oceanic WhiteTip image via wikimedia.org, source . Although the Whitetip Shark does not have the highest attack count on this list, in some aspects it is the most vicious. Unlike other species, it is most famed for completely unexplainable attacks on humans, often claiming survivors of plane crashes and boat sinkings. Its main diet consists of bony fish and cephalopods, although it may also dine on sting rays, sea turtles, sea birds, crustaceans, and even sea-bound mammals. It can be found in any area of deep, open water, although occasionally it can also be seen around island areas such as Hawaii 4. Blue Shark (Prionace glauca) 213 total unprovoked attacks, 4 deaths Image source Patrick Doll The Blue Shark is probably the smallest shark on this list; but it’s certainly proof that size is not necessarily a good measurement of character! This shark is also widely fished for food and for leather; its estimated a maximum of twenty million per year are killed for human use. They prefer temperate and tropical waters, tending to stay in deep water in tropical climates, but sometimes drifting closer to shore in temperate areas. Their main foodstuffs consist of invertebrates like squid, and interestingly have been documented to come together and ‘herd’ groups of prey together for easy feeding. 3. Bull Shark (Carcharhinus leucas) 92 total attacks, 26 deaths The Bull Shark, like the name suggests, can be fairly aggressive. It is found worldwide in almost every body of water imaginable, including rivers and lakes, and even salt and freshwater streams if the depth is high enough. It tends to stay closer to the coast than other sharks, and its diet reflects this land-loving tendency; it consumes birds, turtles, land-dwelling mammals, stingrays, and other sharks, including other bull sharks. They are extremely territorial and will attack anything that enters its territory, and so it makes sense that they are typically solitary hunters. 2. Tiger Shark (Galeocerdo cuvier) 100 total attacks, 29 deaths Tiger shark image source – Albert Kok The Tiger Shark has certainly earned its place on this list. It is considered dangerous mainly because, like the Bull Shark, it can be found in shallower, and thus human inhabited waters. It lives mainly in tropical and subtropical climates, although it has been sighted as far south as New Zealand. It get its name not from hunting like a tiger, but from the dark stripes it wears on its body, which fades as it matures. This species of shark is also considered to be a near threatened species, because of human finning and fishing practices. 1. White Shark (Carcharodon carcharias) 272 total attacks, 74 deaths Great White – Image source Pterantula More commonly known as the “ Great White ”, and as the star of the 1975 film Jaws, the White Shark is responsible for the most unprovoked attacks on humans. Ironically, it is not considered aggressive, and behavior patterns indicate that it will even go out of its way to avoid potential conflict with other sharks. It comfortably sits at the top of the oceanic food chain, its only natural predators being humans and the Killer Whale. They live in almost all coastal and offshore waters, save for extreme southern areas around Antarctica and northern areas such as Canada, Greenland, and coastal Russia. While the sharks on this list are not the largest shark species known, they are without a doubt the most aggressive, and the most dangerous. It should be noted that the United States holds the highest record of attacks followed by Australia; this could be due to the high 2 level of tourism to coastal areas, or simply a high population concentration in coastal areas. Sources: “FLMNH Ichthyology Department: ISAF Statistics on Attacking Species of Shark.” Florida Museum of Natural History. Shark 2013-04-15 Samantha Inman tweet
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http://5toubun-no-hanayome.wikia.com/wiki/Nakano_Quintuplets
Nakano Quintuplets | 5Toubun no Hanayome Wiki | Fandom
Nakano Quintuplets Nakano Quintuplets Nakano Quintuplets Biographical Information Japanese Rōmaji Nickname Characteristics Birthday Age Gender Height Hair Color Eye Color Blood Type Personal Status Family Occupation Affiliation Favorites First Appearance Manga Anime Portrayal Japanese Voice English Voice Overview History Residence Quintuplets Unique Creations Members Preferences Appearance Differentiation Personality Ability Nakano Quintuplets School Exam Report Card Relationships Records Ichika and 1 Gallery Quotes Trivia References 5-toubun no Hanayome by Negi Haruba Languages:
Nakano Quintuplets | 5Toubun no Hanayome Wiki | Fandom Nakano Quintuplets Overview Gallery Relationships Quintuplets Game Overview Gallery Relationships Quintuplets Game This article contains spoilers from the manga that has not been shown in the anime. Please continue reading at your own risks. Nakano Quintuplets Biographical Information Japanese 中 なか 野 の 家 け の 五 いつ つ 子 ご Rōmaji Nakano-ke no Itsutsugo Nickname Quint-chan Characteristics Birthday May 5, 2000 Age 17 18 (from Ch. 79) Gender Female Height 795 cm (total) (26'5") Hair Color Reddish Pink Eye Color Blue Blood Type A Personal Status Family Maruo Nakano (stepfather) Rena Nakano (mother) † Unnamed grandfather Occupation Students Affiliation Kurobara Girls High School (formerly) Asahiyama High School Class 3-1 (from Ch. 69) Favorites See Character Introduction Page First Appearance Manga Chapter 1 Anime Episode 1 Portrayal Japanese Voice Kana Hanazawa (Ichika) Ayana Taketatsu (Nino) Miku Ito (Miku) Ayane Sakura (All, vomic) (Yotsuba, anime) Inori Minase (Itsuki) English Voice Lindsey Seidel (Ichika) Jill Harris (Nino) [ [1]] Felecia Angelle (Miku) Bryn Apprill (Yotsuba) Tia Ballard (Itsuki) The Nakano Quintuplets ( 中 なか 野 の 家 け の 五 いつ つ 子 ご, Nakano-ke no Itsutsugo?) are the main female protagonists and the titular characters of the 5-toubun no Hanayome series. They are the five identical sisters that are from the Nakano Family . Overview History Rena Nakano (the Quintuplets' mother) passed away 5 years prior to the beginning of the main story and Maruo Nakano (the Quintuplets' stepfather) lives in a different residence. They were students of Kurobara High School before transferring to Fuutarou Uesugi 's school. Residence The Nakano Quintuplets live on the 30th floor of a luxurious apartment but later move to a small apartment on the second floor of their own will. The 5 sisters live together with no one else in both apartments. Volume 8 Bonus chapter implies that Fuutarou owns a key to the sisters' new apartment and at least to one bedroom. Quintuplets Unique Creations The Nakano Quintuplets have their own unique hand gesture, create their own "Quintuplets Finger Game" and "Quintuplets Puzzle Game", often do "Quintuplets Jokes", and tease Fuutarou with a "Quintuplets Guessing Game". See Quintuplets Game tab for more detailed info. Members Each of the girls' name references a number, indicating the order of their birth. Negi Haruba also associates them with a specific color (as shown in their accessories, outfits, and volume covers). Sister Order Color Colored accessories Personal way to address Fuutarou Uesugi Ichika Nakano 1st (Ichi (一? )) Yellow Jacket Fuutarou-kun Nino Nakano 2nd (Ni (二? )) Purple Ribbon This Guy / That Guy / You / Uesugi / Fuutarou / Fuu-kun Miku Nakano 3rd (Mi (三? ), alternate reading) Blue Jacket Fuutarou / Fuu-kun Yotsuba Nakano 4th (Yotsu (四? ), alternate reading) Green Ribbon Uesugi-san, Fuutarou-kun Itsuki Nakano 5th (Itsu (五? ), alternate reading) Red Jacket Uesugi-kun Preferences As shown in Character Introduction Page, the quintuplets have different preferences, as listed below. Sister Favorite food Disliked food Drink Snack Morning Routine TV Shows Favorite Animal Ichika Shiokara Shiitakes Frappuccino Shaved ice Jogging Dramas Hippopotamus Nino Pancakes Pickled things Room temperature water Candy apple Make-up yoga Variety shows Rabbit Miku Matcha Chocolate Green tea Doll cakes Checking her fortune Documentaries Hedgehog Yotsuba Mandarins Green peppers Carbonated juice Choco banana Watering plants around the house Anime Camel Itsuki Meat Umeboshi Curry Yakisoba Sit-ups Yoga Talk shows Kangaroo Appearance The Nakano Quintuplets have an average height, pinkish red/light red hair color, large and dark-blue eyes,. Their three sizes are B88-W50-H159. Maruo Nakano confirms that the Nakano Quintuplets are "identical quintuplets" and Miku Nakano states that their physical measurements are the same and Ichika Nakano also confirms that she and Yotsuba Nakano have the same figure. Platinum Collection Build Your Own Bundle. Choose up to 7 games Buy Now from Fanatical Fandom may earn an affiliate commission on sales made from links on this page. In the past, the Nakano Quintuplets had very similar looks. All five of them have matching long straight hair and dress lightly with matching outfits. Several years into the future, the young adult Nakano Quintuplets are shown to be taller and have different hairstyles. The Nakano Quintuplets are noted to have beautiful looks, in which Shimoda makes a comments that Itsuki Nakano must be a popular girl where Itsuki herself labels the Nakano Quintuplets as vivacious girls and Ichika also boasts that the sisters are gorgeous that their classmates praise them as a cutie/beauty and even a random stall owner is impressed by their looks. These features may be derived from Rena Nakano who was acknowledged as an incredibly beautiful woman. Differentiation While they are physically the same, each sister have different hairstyles/hair length and accessories. Due to artistic purpose and better differentiation, the sisters have various shades of red hair color in the manga and anime adaptation ( In-universe, their hair color is the same ). Ichika has short hair, light-pink hair color and an earring in her right ear. Nino has very long hair (later becomes short), scarlet hair color and two butterfly-shaped ribbons on both sides of her hair. Miku has medium-length hair, brownish hair color and wireless headphones. Yotsuba has short hair, light orange hair color and a green ribbon. Itsuki has mid-back length hair, reddish orange hair color with an ahoge and two star-shaped hair clips. Itsuki, Nino and Ichika wear a handbag, Yotsuba wears a sports bag and Miku wears a ranzel. The sisters usually spends more than twenty thousand yen for their clothes. Yotsuba is shown to wear an animal-themed pajamas while Ichika is shown wearing night gown. All of the Nakano Quintuplets have the same phone model. Personality The Nakano Quintuplets follow the " Gotoubun Principles ", a philosophy taught by Rena Nakano (the Quintuplets's mother). They consider themselves to be five parts of one whole and have to share any kind of emotion together, such as anger, joy and love. Their belief of this philosophy is shown several times throughout the series, such as going to the fireworks festival together, wait for the others before celebrating something, and even chose to switch schools to stay together. The sisters are even willing to give up their luxurious lifestyle and high-class apartment for Fuutarou Uesugi, believing that they will be fine with anything " as long as the five of them are together". In the past, the Nakano Quintuplets have very similar behavior. However, due to their mother's death, they started to change. Nino Nakano commented that the changes made the sisters grew apart from one another. Ichika Nakano develops a big sister complex Nino Nakano still keeps her hair like her younger self Miku Nakano has low self esteem Yotsuba Nakano has sacrificial tendencies Itsuki Nakano has an obsession to be like her mother Each Nakano Quintuplets has their own characteristics in dealing with the exams and sheets of paper: Ichika's sheet is crinkled due to her messiness and writes in cursive. Nino would neatly place her sheet in a file. Miku's Japanese spelling is good. Yotsuba's Kanji is bad. Itsuki would use an eraser to get rid of mistakes. Each of the sisters have different traits and personality, some are similar and some are contradictory. Ichika is mature, helpful and playful. Nino is aggressive, rude and protective. Miku is silent, very outspoken and reserved. Yotsuba is cheerful, confident and outgoing. Itsuki is serious, wise and earnest. The Nakano Quintuplets' similarities occur in many aspects, for example, they all dislike studying and often make a mess during their sleep. Nino and Itsuki are afraid of needles. They can also be referred to as tsunderes. Both Nino and Itsuki do yoga in the morning. Another similar trait would be Nino and Yotsuba both having an outgoing personality and therefore making a lot of friends. All five of them occasionally express their frustrations by pouting, or puffing their cheeks. The Nakano Quintuplets' differences in personality are reflected clearly in Nino and Miku. They often fight with each other, and are seen as rivals throughout the story. Nino is boisterous and abrasive, while Miku is quiet and soft-spoken. Their speech patterns also have differences; where Nino and Itsuki speak in a more posh and formal manner respectively. Another extreme example can be taken from Miku and Yotsuba. Miku is a rather reserved and introverted, while Yotsuba has extroverted personality. Miku is the smartest out of the quintuplets, while the latter is the least intelligent. However, the former is also the least athletic while the latter's athleticism is the highest. Ichika is a lazy doing household chores, while Nino is hardworking when it comes to minding the house and cooking for her sisters. When it comes to love confessions, Ichika uses an indirect means to confess while Nino prefers going at it directly and clearly. Miku indirectly note that these various traits and personalities are what makes the quintuplets complete. Ability Ichika Nakano labels the Nakano Quintuplets as "idiots." Their academic abilities are very low, and they almost fail their First Year of high school. They also generally have low capability of learning. Each one of the sisters has different subjects they excel, but even the grades of those subjects are still mediocre. Despite being slow learners and having various personal setbacks, they managed to pass the Second Year Final Exams, an improvement from last year's. Miku Nakano states that whatever feat she can achieve, the other four must be able to do it, too, since they're Quintuplets. Because of this, Fuutarou Uesugi believes that the Nakano Quintuplets have the potential to get higher academic scores. Miku's statement implies that the sisters have the same potential, and despite their current abilities, they can be as good as the others (for example Miku can be as good as Nino Nakano in cooking or become as athletic as Yotsuba Nakano) if they're willing to train. This is later proven when Miku is able to produce a good bread after weeks of training. Nino states that as quintuplets, they aren't capable of telepathy. However, they are shown to have a similar train of thought in several occasions. The sisters each has different specialties, such as acting, cooking, and playing sports. Their strengths, like their personalities, are sometimes in contrast or actually complement one another. For example, Yotsuba's athletic skills contradict Miku's physical capabilities, or Itsuki Nakano becomes good at reviewing food because Nino is a good cook. One thematic skill the sisters excel is their ability to impersonate one another. In Chapter 74, Ichika states that each sister has the other sisters' accessories for quick disguise. Sister Strongest Subject Known Specialties Misc. Ichika Math Acting Bad at cleaning. Nino English Culinary Miku Social Studies Better acting skills than Ichika. Bad cook. Yotsuba Japanese Athletic Good at cleaning. Itsuki Science A very popular food reviewer. Nakano Quintuplets School Exam Report Card Sister Japanese Math Science Social English Total Ichika 19 39 26 15 28 127 Nino 15 19 28 14 43 119 Miku 25 29 27 68 13 162 Yotsuba 31 09 18 22 16 96 Itsuki 27 22 56 20 23 148 Sister Japanese Math Science Social English Total Ichika 38 63 52 40 47 240 Nino 32 33 40 48 56 209 Miku 43 48 41 72 34 238 Yotsuba 51 33 32 36 32 184 Itsuki 47 35 70 32 40 224 Relationships > Related Article: Nakano Quintuplets Relationships Records Ichika and 1 Ichika is the first Nakano Quintuplets whose goal/dream are shown/stated, which is to become an actress in Chapter 11. Ichika is the first Nakano Quintuplets whose hand is held properly by Fuutarou Uesugi. Ichika is the first Nakano Quintuplets to "kabedon" Fuutarou. Ichika is the first Nakano Quintuplets to be hugged by Fuutarou. Ichika is the first Nakano Quintuplets to get Fuutarou's contact (his email address). Ichika is the first Nakano Quintuplets to get a proper headpat by Fuutarou (technically, Miku Nakano is the first to get a headpat). Ichika is the first Nakano Quintuplets to be seen crying in front of Fuutarou. Since the bell scene, Ichika is the first Nakano Quintuplets to trigger Fuutarou's awareness towards lips (befitting her name). Other Ichika is the second Nakano Quintuplets to be seen half-naked by Fuutarou. Ichika is the fifth Nakano Quintuplets to directly or indirectly confess to Fuutarou. Nino and 2 Nino is the second Nakano Quintuplets whose goal/dream is shown/stated, which is to open a restaurant. Nino (technically) fell in love twice with the same person (Kintarou persona and Fuutarou Uesugi persona). Nino is the second Nakano Quintuplets to see Fuutarou half-naked Nino is the second Nakano Quintuplets to give Fuutarou either a direct or indirect kiss (discounting Rena). Since the bell scene, Nino is the second Nakano Quintuplets to trigger Fuutarou's awareness towards lips (befitting her name). Nino is the second Nakano Quintuplets to be seen crying in front of Fuutarou. Nino is the only Nakano Quintuplets so far to confess to Fuutarou twice, albeit the first one wasn't heard by him. Other Nino is the first Nakano Quintuplets to be pushed down (although accidentally) by Fuutarou. Nino is the first Nakano Quintuplets to be seen half-naked by Fuutarou. Nino is the first Nakano Quintuplets to get her picture taken alongside Fuutarou alone. Nino is the first Nakano Quintuplets whose ear is touched by Fuutarou. Nino is the first Nakano Quintuplets to slap Fuutarou. Nino is the first character to purposely show a middle finger in the series. Nino is the first Nakano Quintuplets to change the way she addresses Fuutarou (and also having the highest amount of nickname variations): you, that guy, Fuutarou, and in this chapter, Fuu-kun. Nino is the first Nakano Quintuplets to ride a bike with Fuutarou. Nino is the first Nakano Quintuplets to confess directly and seriously to Fuutarou. Miku is the first Nakano Quintuplets to be "recognized" by Fuutarou Uesugi. Miku is the first Nakano Quintuplets to sleep in the same bed as Fuutarou. Miku is the second Nakano Quintuplets to directly or indirectly confess to Fuutarou (but Fuutarou thought it was a part of playing house). Miku is the second Nakano Quintuplets to hug Fuutarou. Yotsuba is the first Nakano Quintuplets to see Fuutarou Uesugi half-naked. Yotsuba is the first Nakano Quintuplets to directly or indirectly confess to Fuutarou (but she played it off as a joke). Yotsuba is the third Nakano Quintuplets to be seen crying in front of Fuutarou. Itsuki is the first Nakano Quintuplets to be introduced. Itsuki is the first Nakano Quintuplets to get a "Kabedon" from Fuutarou Uesugi. Itsuki is the first Nakano Quintuplets to mention the "First Come, First Served" rule. Itsuki is the first Nakano Quintuplets to be seen crying. She was implied to cry at the Fireworks Festival Arc. Itsuki is the first Nakano Quintuplets Fuutarou leans on. Itsuki is the first Nakano Quintuplets to hold Fuutarou's hand at the start of the School Trip's bonfire. Itsuki is the first Nakano Quintuplets who give Fuutarou his birthday gift. Itsuki is the second Nakano Quintuplets to get her picture taken alongside Fuutarou. However, she is the first Nakano Quintuplets to take a picture with Fuutarou properly. Itsuki is the third Nakano Quintuplets to directly or indirectly confess to Fuutarou (but she didn't know the meaning). Itsuki is the third Nakano Quintuplets whose goal/dream is shown/stated, which is to become a teacher. Gallery Add a photo to this gallery Quotes "If one of you makes a mistake, then overcome it together. If one of you is happy, share it with the others. Joy, sorrow, anger, love... are shared among the five of us... in five equal parts!" - Rena Nakano. "If I can do something, of course the other four can too" - Miku Nakano. "Fireworks are one of the memories we have with our mom." - Miku Nakano. "We will all pass, and make Dad acknowledge Fuutaro " - Nakano Quintuplets Trivia The surname Nakano means "middle" (中) ( naka) and "field, wilderness" (野) ( no ). The scene where a Nakano Quintuplet accidentally injures her arm by slapping it into a hard surface is a pattern shown several times in the series. References ^ Manga Extra Bonus Comic ^ Negi Haruba's tweet and Quintuplets' birthday hashtag ^ Manga Chapter 64 (p. 1). ^ [@5Hanayome] (Feb 8, 2018). “「教えて!五月せんせー!」 その1『標準体重』” (Tweet in Japanese) – via Twitter. ^ Manga Chapter 64 (p. 1). ^ Manga Chapter 57. ^ Manga Chapter 1 (p. 17). ^ Manga Chapter 1 (p. 41). ^ Manga Chapter 17 (p. 12). ^ Manga Chapter 50 (p. 7). ^ Manga Chapter 2 (p. 7). ^ Manga Chapter 12 (p. 9). ^ Manga Chapter 24 (p. 1). ^ Manga Chapter 51 (p. 17). ^ Manga Chapter 47 (p. 10). ^ Manga Chapter 63 (p. 20). ^ Manga Chapter 30 (p. 1). ^ Anime Opening Lyrics ( Gotoubun no Kimochi) ^ Manga Chapter 5 (p. 20). ^ Manga Chapter 62 (p. 4). ^ Manga Chapter 71 (p. 17). ^ Manga Chapter 88 (p. 13). ^ Manga Chapter 2 (p. 15). ^ Manga Chapter 62 (p. 4). ^ Manga Chapter 2 (p. 14). ^ Manga Chapter 1 (p. 25). ^ Manga Chapter 88 (p. 5). ^ Manga Chapter 29 (p. 8). ^ Manga Volume 6 Extra Bonus Comics. ^ Manga Chapter 2 (p. 3). ^ Manga Chapter 24 (p. 4). ^ Manga Chapter 2 (p. 14). ^ Manga Chapter 41 (p. 3). ^ Manga Chapter 14 (p. 18-19). ^ Manga Chapter 75. ^ Manga Chapter 57 (p. 12). ^ Manga Chapter 6 (p. 2). ^ Manga Chapter 1 (p. 25). ^ Manga Chapter 1 (p. 21). ^ Manga Chapter 25 (p. 2). ^ Manga Chapter 8 (p. 11). ^ Manga Chapter 57 (p. 11). ^ Manga Chapter 24 (p. 24). ^ Manga Chapter 1 (p. 45). ^ Manga Chapter 1 (p. 46). ^ Manga Chapter 23 (p. 2). ^ Manga Chapter 14 (p. 5). ^ Manga Volume 8 Extra Bonus Comics. ^ Manga Chapter 12 (p. 9). ^ Manga Chapter 12 (p. 10). ^ Manga Chapter 7 (p. 21). ^ Manga Chapter 59 (p. 7). ^ Manga Chapter 56 (p. 12). ^ Manga Chapter 50 (p. 9). ^ Manga Chapter 41 (p. 3). ^ Manga Chapter 66 (p. 9). ^ Manga Chapter 43 (p. 17). ^ Manga Chapter 66 (p. 9). ^ Manga Chapter 43 (p. 18). ^ Manga Chapter 4 (p. 16). ^ Manga Chapter 78 (p. 12). ^ Manga Chapter 57 (p. 6). ^ Manga Chapter 35 (p. 10). ^ Manga Chapter 27 (p. 12). ^ Manga Chapter 2 (p. 13). ^ Manga Chapter 1 (p. 35). ^ Manga Chapter 8 (p. 8). ^ Manga Chapter 1 (p. 22). ^ Manga Quints Memo on the Character Introduction Page. ^ Manga Chapter 24 (p. 16). ^ Manga Volume 8 Extra Bonus Chapter]]. ^ Manga Chapter 33 (p. 16). ^ Manga Chapter 34 (p. 20). ^ Manga Volume 8 Character Introduction Page ^ Manga Chapter 2 (p. 9). ^ Manga Chapter 5 (p. 9). ^ Manga Chapter 6 (p. 5). ^ Manga Chapter 69 (p. 10). ^ Manga Chapter 2 (p. 2). ^ Manga Chapter 56 (p. 11). ^ Manga Chapter 4 (p. 11). ^ Manga Volume 6 Extra Bonus Comic. ^ Manga Chapter 2 (p. 10). ^ Manga Volume 3 Extra Bonus Comic ^ Manga Chapter 74 (p. 18-19). ^ Manga Chapter 60 (p. 16-17). ^ Manga Chapter 3 (p. 11). ^ Manga Chapter 2 (p. 42). ^ Manga Chapter 29 (p. 6). ^ Manga Chapter 20 (p. 7). ^ Manga Chapter 76 (p. 16). ^ Manga Chapter 4 (p. 16). ^ Manga Chapter 4 (p. 17). ^ Manga Chapter 4 (p. 22). ^ Manga Chapter 4 (p. 23). ^ Manga Chapter 77 (p. 17). ^ Manga Chapter 70 (p. 3). ^ Manga Chapter 31 (p. 16-17). ^ Manga Chapter 51 (p. 12). ^ Manga Chapter 12 (p. 2). ^ Manga Chapter 21 (p. 8). ^ Manga Chapter 27 (p. 11). ^ Manga Chapter 21 (p. 1). ^ Manga Chapter 13 (p. 17). ^ Manga Chapter 71 (p. 7). ^ Manga Chapter 11 (p. 14). ^ Manga Chapter 1 (p. 24). ^ Manga Chapter 9 (p. 20). ^ Manga Chapter 10 (p. 6). ^ Manga Chapter 13 (p. 4). ^ Manga Chapter 17 (p. 16). ^ Manga Chapter 27 (p. 16). ^ Manga Chapter 69 (p. 17). ^ Manga Chapter 35 (p. 4). ^ Manga Chapter 74 (pp. 17-18). ^ Manga Chapter 52 (p. 14). ^ Manga Chapter 26 (pp. 16-17). ^ Manga Chapter 59 (pp. 18-19). ^ Manga Chapter 1 (p. 28). ^ Manga Chapter 71 (p. 20). ^ Manga Chapter 71 (p. 20). ^ Manga Chapter 43 (p. 8). ^ Manga Chapter 59 (pp. 18-19). ^ Manga Chapter 60 (pp. 16-17). ^ Manga Chapter 5 (p. 22). ^ Manga Chapter 5 (p. 16). ^ Manga Chapter 5 (p. 25). ^ Manga Chapter 14 (p. 9). ^ Manga Chapter 15 (p. 9). ^ Manga Chapter 24 (p. 2). ^ Manga Chapter 59 (p. 15). ^ Manga Chapter 60 (pp. 16-17). ^ Manga Chapter 68 (pp. 14-15). ^ Manga Chapter 17 (p. 20). ^ Manga Chapter 38 (pp. 14-15). ^ Manga Chapter 68 (pp. 16-17). ^ Manga Chapter 1 (p. 27). ^ Manga Chapter 21. ^ Manga Chapter 56 (p. 20). ^ Manga Chapter 1 (p. 4). ^ Manga Chapter 1 (p. 41). ^ Manga Chapter 1 (p. 7). ^ Manga Chapter 17 (p. 15). ^ Manga Chapter 30 (p. 20). ^ Manga Chapter 31 (p. 20). ^ Manga Chapter 75 (p. 15). ^ Manga Chapter 7 (p. 19). ^ Manga Chapter 41. ^ Manga Chapter 60 (p. 6). ^ Manga Chapter 12 (p. 10). ^ Manga Chapter 4 (p. 16). ^ Manga Chapter 8 (p. 12). ^ Manga Chapter 52 (p. 6). 5-toubun no Hanayome by Negi Haruba Media Manga • Anime • Merchandise • Events Story Story Arcs • Timeline • Characters • Objects • Locations • Chapters and Volumes • Episodes Main Characters Fuutarou Uesugi & Nakano Quintuplets ( Ichika • Nino • Miku • Yotsuba • Itsuki) [hide] V • T • E Characters Main Characters Fuutarou Uesugi • Ichika Nakano • Nino Nakano • Miku Nakano • Yotsuba Nakano • Itsuki Nakano Uesugi Family Isanari Uesugi • Raiha Uesugi • Ms. Uesugi Nakano Family Maruo Nakano • Rena Nakano • Nakano Quintuplets' Grandfather Key Characters Rena • Young Nakano • The Bride Asahiyama High School Eba • History Teacher • Hongo • Maeda • Matsui • Otori • Mr. Takeda • PE Teacher • Tsubaki • Yamada • Yamauchi • Yumi • Yuusuke Takeda Other Characters Ebata • Football Coach • Kiku • Komugiya's manager • Kurobara School Chairman • Oda • Sanada • Shimoda • Shou • Revival's manager • Takebayashi Retrieved from " https://5hanayome.fandom.com/wiki/Nakano_Quintuplets?oldid=17834 " Categories: Articles containing spoilers Characters Female Languages: Español Polski 中文(台灣)‎ Community content is available under CC-BY-SA unless otherwise noted.
msmarco_doc_00_28598658
http://5x11.extensionfile.net/
Open 5X11 File
Open 5X11 File Open 5X11 File How to Open 5X11 file What is 5X11 File? 5X11 File Applications
Open 5X11 File Open 5X11 File To open 5X11 file you need to find an application which works with that kind of file. 5X11 file extension is used by operating systems to recognize files with content of type 5X11. Here is some information which will get you started. How to Open 5X11 file To see if you have an application which support 5X11 file format you need to double click on the file. This will either open it with matching application or Windows will suggest you to look for an application for file extension 5X11 either on web or on local computer. If there is no application on your computer which can open 5X11 files you need to search on the internet which application can open 5X11 files. What is 5X11 File? File extensions help computers locate correct application for specific files. Operating systems will not look into the content of the files to be opened, but instead, it will immediately locate the file extension of the file and locate for associated application that can open 5X11 files. This helps the computer to organize its functions and work much faster. Most operating systems (Windows) require the use of file extensions, but others do not (Unix). These file extensions are also beneficial for us. By simply looking at the filename, we can determine what type of information is stored to that and what applications can open these files. Have you noticed that when your computer acquires an unknown file, it will ask your permission to look for associated program to open it or look for these programs over the Internet? Yes! These file extensions make the work of the computer easy. Once there is no application associated with the file, then the computer will immediately ask the users assistance to help look for the source files. 5X11 File Applications If you know which application opens file extension 5X11 and it is not mentioned on our site please e-mail us via contact form. For more information on how to open 5X11 files read other articles on this website.
msmarco_doc_00_28622839
http://60-day-loans.net/
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60 Day Loans- 2 Month Loans- Payday Cash Loans Welcome To 60 Day Loans Are you in need of monetary assistance immediately? No matter what financial trouble you are trapped in, at 60 Day Loans we will help you to get rid of it as soon as possible. We can arrange a loan deal from one of the several lenders in our network in an easy and fast way! At 60 Day Loans we can help arrange loan deals without any lengthy faxing of documents at least in the intial stages, or pledging of colletral. You can apply even if you have not had good credit rating in the past. Bad credit rating such as default, arrears etc do not automatically disqualify you for seeking financial assistance if your current repayment capacity is adequate. For any cash shortfall, apply for 60 day payday loans. Any short term cash need before payday can be dealt with the help of these loans. You can pay back the borrowed money conveniently on your next paydays. 60 day cash loans are perfect for those who are looking for cash help to meet urgent expenditures. These are short term collateral free cash help that comes with a tenure of upto 60 months. Please note that very few lenders provide such loans. Once you are approved by a lender and the borrowed amount is deposited into your account,there is no restriction on how you utilize the money. 2 month loans arranged at 60 Day Loans are colletral free cash help that you can apply to deal with any urgent expenditure that needs to be fixed immediately. No faxing, no pledging of colletral and no credit checks are few benefits that you can enjoy applying for these loans through us. There is no need of wasting your valuable time at 60 Day Loans. Just fill in the simple online application form and our custom loan matching software will find a loan deal for you in a matter of seconds. The operator of this website is not a lender and does not make credit decisions. The information you provide will be used in securing you a short term loan with one of our carefully selected panel of leading Short Term Loan Lenders in USA. The personal, financial and employment information that we collect is stored electronically during the duration of the application and is removed from our system upon acceptance from the lender. Please note that payday loans are meant to be used for short term financial emergencies and are not designed to provide long term solutions Do not pay any lender or broker an upfront fee to process your loan application. We expect you to repay your loan on the date agreed, so if you do not think you are in a position to make your repayment, please do not apply with us in the first place. It is not worth risking your credit rating for such a small amount.
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http://60-day-loans.net/2-month-loans.html
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msmarco_doc_00_28628125
http://60.what-are-the-factors.com/
What Are the Factors of 60?
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What Are the Factors of 60? What Are the Factors of 60? The factors of 60 are 1, 2, 3, 4, 5, 6, 10, 12, 15, 20, 30, 60. Calcating the factors of 60 is straightforward. First, every number is divisible by itself and 1. Try 1. 1 x 60 = 60, so put these into our factor list. 1 ... 60 Take 2. 2 x 30 = 60, which means we add these to our factor list. 1 2 ... 30 60 Now take 3. 3 x 20 = 60, so now we put these in our list of factors. 1 2 3 ... 20 30 60 Next try 4. 4 x 15 = 60, so we add these to our list of factors. 1 2 3 4 ... 15 20 30 60 Now try 5. 5 x 12 = 60, so put these into our factor list. 1 2 3 4 5 ... 12 15 20 30 60 Try 6. 6 x 10 = 60, which means we add these to our factor list. 1 2 3 4 5 6 ... 10 12 15 20 30 60 Take 7... no. 60/7 isn't a whole number. So we skip 7. Now take 8... no luck. 60/8 isn't a whole number. So we skip 8. Now, since we don't have any more numbers to try, we're done! 1 2 3 4 5 6 10 12 15 20 30 60 ... What Are the Factors of 31? What Are the Factors of 32? What Are the Factors of 33? What Are the Factors of 34? What Are the Factors of 35? What Are the Factors of 36? What Are the Factors of 37? What Are the Factors of 38? What Are the Factors of 39? What Are the Factors of 40? What Are the Factors of 41? What Are the Factors of 42? What Are the Factors of 43? What Are the Factors of 44? What Are the Factors of 45? What Are the Factors of 46? What Are the Factors of 47? What Are the Factors of 48? What Are the Factors of 49? What Are the Factors of 50? What Are the Factors of 51? What Are the Factors of 52? What Are the Factors of 53? What Are the Factors of 54? What Are the Factors of 55? What Are the Factors of 56? What Are the Factors of 57? What Are the Factors of 58? What Are the Factors of 59? What Are the Factors of 60? What are the prime factors of 60? What is the prime factorization of 60 ? What Are the Factors of 61? What Are the Factors of 62? What Are the Factors of 63? What Are the Factors of 64? What Are the Factors of 65? What Are the Factors of 66? What Are the Factors of 67? What Are the Factors of 68? What Are the Factors of 69? What Are the Factors of 70? What Are the Factors of 71? What Are the Factors of 72? What Are the Factors of 73? What Are the Factors of 74? What Are the Factors of 75? What Are the Factors of 76? What Are the Factors of 77? What Are the Factors of 78? What Are the Factors of 79? What Are the Factors of 80? What Are the Factors of 81? What Are the Factors of 82? What Are the Factors of 83? What Are the Factors of 84? What Are the Factors of 85? What Are the Factors of 86? What Are the Factors of 87? What Are the Factors of 88? What Are the Factors of 89? What Are the Factors of 90? ... Try another number: Need help finding the factors of 60? It's easy! Here you go: the factors of 60 are 1, 2, 3, 4, 5, 6... Randy Tayler | randytayler@gmail.com
msmarco_doc_00_28629734
http://6000years.org/frame.php?page=red_sea_crossing
Welcome to 6000years.org | Amazing Bible Discoveries | Proof the Bible is True
Welcome to 6000years.org | Amazing Bible Discoveries | Proof the Bible is True Bible Reader app for Windows Requires .NET 4.5 Home Noah's Ark Red Sea Crossing Mt. Sinai Sodom & Gomorrah Ark of the Covenant The Red Dragon Shroud of Turin Other Bible Discoveries Evolution Evolutionist Hoaxes Pre-Flood World After the Flood Young Earth Stuff in Coal Dinosaurs Dinosaur Depictions More Fossils How did we all come from Adam & Eve? Giants The 16 Grandsons of Noah Neanderthals The Great Tribulation Mystery Babylon Dreams & Visions Signs of the End Disaster Diary Islam & the Antichrist UFOs Global Warming Willful Ignorance Near Death Experiences More... Red Sea Crossing Google Earth Link 28�59'50.22"N 34�40'16.11"E Moses and the Israelites The Bible tells us approximately 3,500 years ago, Moses parted the Red Sea and led the Israelites out of Egypt across to the other side. Then, when the Egyptian chariots crossed after them in pursuit, God caused the wheels to come off the chariots and the waters to quickly recede upon them, drowning all Pharaoh's army ( please read Exodus chapter 14). There is a traditional route of the Exodus which has the children of Israel wading in shallow water through an area north of the Gulf of Suez while the tide was out. This area cannot be the crossing site as it does not match the biblical account. A shallow area of water could not drown all of the Egyptian army. Also, they were to leave Egypt proper before encountering the Red Sea crossing. After crossing the Red Sea, the Bible says they encountered the mountain of God or Mount Sinai which is in Midian. Midian is not in the area we call today the Sinai Peninsula. It is instead in Saudi Arabia and can be found on most maps in that location. The traditional Mt. Sinai was "found" by Constantine's "psychic" mother who in the fourth century went around the Holy Land pointing out various sites as the "authentic" biblical sites, such as the birthplace of Christ, the church of the Holy sepulchre (which was a pagan temple during her time), etc. There is no archaeological evidence of the forty year existence of the children of Israel in the Sinai Peninsula. The Red Sea Crossing Site Found by Ron Wyatt The children of Israel lived in the Nile delta area or the land of Rameses, and first encamped at the northern end of the Gulf of Suez or Succoth at the beginning of the Exodus. This was the first point where they went into the camping mode. Then they travelled through the wilderness of the Red Sea, or what we call today the Sinai Peninsula, and encountered the Gulf of Aqaba. (I Kings 9:26 calls this the Red Sea.) Courtesy of www.arkdiscovery.com When travelling through "the wilderness of the Red Sea" Ex.13:18, escaping Pharaoh's army, God told Moses to turn south, so they headed through a wadi or canyon area that is called the Wadi Watir which led to the sea. The Bible in Ex. 14:3 says, "They are entangled in the land, the wilderness hath shut them in." When arriving at the beach, the children of Israel felt trapped, as they could not turn back, nor head north because at the northern end of the beach was a three story, Egyptian military fortress which is still standing today undergoing restoration. Additionally there were mountains obstructing their escape. To the south the mountains came down to the sea, as mentioned by Josephus, "For there was [on each side] a [ridge of] mountains that terminated at the sea, which were impassable by reason of their roughness, and obstructed their flight" Antiquities of the Jews, Bk. 2, 15-3. You can see the mountains at the beach today. The people were about to turn against Moses because he had led them to an area where they were trapped and would surely die, or so they thought. Courtesy of www.arkdiscovery.com If one looks on a map for a beach area large enough for 2 million people to encamp on the gulf there is only one candidate: Nuweiba Egypt. The beach at Nuweiba is extremely large and could have accommodated a large number of people at the time of Moses. Pi-Hahiroth means, mouth of the hole, which we would apply to the mouth of the canyon above, as mentioned in The Exodus Revealed DVD. Migdol is a fortress, which we would apply to the ancient fort which is located at the narrowest point on the beach where the gulf and the mountains are in close proximity. Wadi Watir had the Children of Israel "entangled." Exit point at the large beach at Nuweiba Courtesy of www.arkdiscovery.com Kevin Fisher at the red granite column, marking the crossing site (Oct. 2005) The Granite Columns of Solomon Ron Wyatt found this column lying at the edge of the water in 1978. It matches one on the other side of the gulf in Saudi Arabia which had the inscriptions intact. The Hebrew words Mizram (Egypt), death, water, pharaoh, Edom, Yahweh, and Solomon were on that column. Apparently one can conclude King Solomon had these columns erected 400 years after the miracle of the crossing of the Red Sea on dry land. Solomon's sea port was at the northern tip of the Gulf of Aqaba at Eilat (I Kings 9:26) and he was very familiar with the Red Sea crossing site, as it was in his neighborhood. The Bible even mentions this column! Isaiah 19:19, "In that day there will be an altar to the Lord in the midst of the land of Egypt, and a pillar to the Lord at its border." You can visit the beach today and see the column in person. Courtesy of www.arkdiscovery.com The name Nuweiba is short for Nuwayba' al Muzayyinah which means " Waters of Moses Opening ". This is amazing! At the exact spot where the crossing took place, we have the site confirmed by maps. Courtesy of www.arkdiscovery.com The Bible account of the Exodus tells us that God caused a "strong east wind" to blow the waters back so the people could walk ten miles through the Red Sea to safety in Arabia. The crossing path is about a quarter to a half mile wide and is on a gradual slope down to the bottom of the Red Sea and then up to the Saudi beach. On either side of this path are the depths of the Red Sea, the Eilat Deep and the Aragonese Deep, each 3000 and 5000 feet deep respectively. Chariot Wheels Found in the Sea at Nuweiba The Bible says the Egyptians pursued the Israelites into the opened sea. But it was a trap set by God. It says when they were fully into the crossing, "He threw the army into confusion caused the wheels of their chariots to fall off". He then caused the sea to return to its place and the entire Egyptian army was swept into the sea. Based on this account, we should find chariot parts at the bottom of the sea at the supposed crossing point, right? Courtesy of www.arkdiscovery.com Courtesy of www.arkdiscovery.com Above, chariot wheels fixed to axels standing at attention on the seabed Courtesy of www.arkdiscovery.com Courtesy of www.arkdiscovery.com Above, left, photo taken of a gilded chariot wheel that remains on the sea floor. It was found by Ron Wyatt using a molecular frequency generator from his boat above, after he set the equipment to search for gold. The Bible said all the chariots of Egypt and 600 "choice chariots", or gold veneered models, were in the army pursuing God's people. It is speculated there were 20,000 chariots destroyed that day. Above, right, is a drawing of a four spoke chariot found in an Egyptian tomb from the same time period. According to ArkDiscovery.com, four, six and eight spoke wheels are found here in the gulf, and were only used at the same time during the 18th dynasty or 1446 BC when the exodus took place. Watch the Video Watch Red Sea Crossing video from ArkDiscovery.com DVD (27 minutes) Conclusion For a long time, westerners and non-Christians have denied the Biblical story of Moses and the Red Sea crossing. To this day, people who have never been to the area will deny the clear evidence brought back by Ron Wyatt and others. But now we know that the Bible was true all along. We can trust the Word of God. But where did the Israelites go after they crossed into Arabia? Read on to learn about the real Mount Sinai. The Real Mount Sinai Please visit these other sites for more photographs and other evidences. redseacrossingtruth redseacrossing wyattmuseum.com www.ronwyatt.com www.throneofgod.com www.biblediscoveries.com www.noahsark-naxuan.com www.biblediscoveries.com www.arkdiscovery.com/red_sea_crossing.htm For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life. --John 3:16
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