text:
Waterdeep: Dragon Heist
Thread starter shawnellsworth
shawnellsworth
Product information... View for more details
4 out of 5 rating for Waterdeep: Dragon Heist
From the bar brawl at the start to the showdown at the end, this is a well-paced adventure that isn't afraid to let slower moments in as well. Dragon Heist is a solid and replayable event-driven urban adventure for characters of levels 1 to 5, but whether it is for you depends on what you and your group are looking for.
Morrus
Well, that was fun
While Curse of Strahd holds a special place in my heart, Waterdeep Dragon Heist comes in a worthy second place. Less a heist, and more a race to find hidden treasure, it's full of useful aids, handouts, pronunciation guides, and flowcharts to help the DM run the game. An urban setting is a welcome change, and one I'd love to see more of.
Jester David
Waterdeep: Dragon Heist is a tricky product to review. It's almost as large as a regular storyline adventure, but there's really not much there. It has four different story-ettes, but none stand alone. You can easily run it twice, but likely not for the same group as at least half the content is going to be identical. It's nice to have an alternative introductory adventure to the one in the Starter Set, which covers a comparable level range, albeit for half the price.
The investigations are sadly very linear: you go to two locations and then follow a variable chain of encounters before engaging in a short dungeon crawl. There's certainly room for the adventure to go completely off the rails and some writing is spent detailing key locations if it does, but there's not much advice or suggestions for the plot in that instance. This could have been a much more interesting adventure, with more divergent plot lines and an investigation whose flow chart actually flows. And frustratingly, none of the assumed adventures truly involve a heist. This *should* be called "Waterdeep: Dragon Hunt".
Judging the product based on what it actually does rather than what it could have done, the actual story is fine and should play well at the table, with a moderate mix of investigation and combat and small dashes of dungeon crawling. The early chapters are somewhat freeform and left to the DM to built atop the various faction's missions. There's some fun moments, interesting characters, and decent locations that should capture the imagination. The adventure doesn't end in a cliffhanger and things wrap up neatly enough, but the party should be left in a decent position to continue their adventures in Waterdeep. Which is a good thing, what with the second part not coming out for two more months. And there's more than enough information here to get started on a Waterdeep campaign that eschews the depths of Undermountain and instead focuses on bringing down a devilish cult, Thieves' Guild, or simply focuses on keeping the tavern afloat and the patrons happy.
For any DMs planning on running this right away, I'd advise you to just take your time and let the story breathe a little: it's still many weeks before Dungeon the the Mad Mage drops and you could probably blow through this book in four sessions. Take it slow. Let them enjoy some tavern life and really build on those small sidequests in Chapter Two.
read my full review here
Truth vs Advertising
-Is Dragon Heist a "heist" in the style of Ocean's 11, The Killing, The Italian Job or other stories and films that were referenced during hype interviews?
In short, no. The climax is indeed about securing a huge amount of gold, but it's not as if you can learn anything substantial in advance about the location it's hidden in, or gather intelligence about the obstacles you'll face there, etc. that would enable you to "plan" a "heist." It ends in a dungeon, which players will approach and handle in much the same way they handle most dungeons. And since "Waterdeep: Dragon Heist" is an awkward title, i struggle to see why they went with it.
-Does it give you "tools" for running your own "city campaigns"?
No. In fairness, I don't think WoTC ever said it would - this was just something fans decided would be included. There is a good amount of Waterdeep-specific setting info, which you can, if you want, add to the already good amount of Waterdeep setting info that exists out there. But there are no new rules or game mechanics - in fact, the adventure refers fairly frequently to existing mechanics in the DMG in a way that has seldom been done in WoTC hardcovers. Also, it is very much Waterdeep. It's quite embedded in FR lore and factions, moreso than perhaps any other 5E hardcover adventure. You CAN convert it to a generic setting or Eberron or whatever, but that will not be easy. The Sword Coast Adventurer's Guide would be a useful companion to this adventure.
-Does it have "great replay value"?
Sort of. For a DM who runs it multiple times for different groups, yes absolutely I think there would be a lot of fresh stuff every time. Is it going to be different enough that a PLAYER would want to play through it more than once? I'm going to say no. It WOULD be more substantially different than the way Curse of Strahd allegedly has "replay value" for players because the treasures might be in different places (which...come on). But it's still going to have enough of the same content that I can't see playing through it twice as a player - not when there are so many campaign options available and so few years to the human lifespan.
Long story short: Chapters 1 and 3 and the climactic dungeon in Chapter 4 would be pretty much the same on every play-through; Chapter 2 and the first two-thirds of Chapter 4 would be quite different.
-Is it fun?
I think so. See below.
A fun, railroaded city adventure culminating in a challenging starter dungeon. Most DMs could run this chapter pretty much out of the box after one read, which I view as a huge plus. I haven't run it yet, but on paper I would say it's likely to be very enjoyable and could easily run 2 sessions. Milestone level up to 2 at the end of it. Nothing particularly innovative or groundbreaking in this chapter, but it seems very solid.
A mini-sandbox. This chapter is meant to be self-directed by the players. It's basically "have them spend a couple of sessions doing sidequests until you feel they should be level 3." In theory it's not a bad idea. In execution it's the weakest part of the adventure. It feels like stuff ended up on the cutting room floor here.
Most of the sidequests are driven by the various factions players might join. Each faction has a side quest on offer for a level 2, 3, 4, or 5 party, so as the party progresses through the book they'd be offered increasingly higher-level side quests by their faction contacts.
The side-quests are all one-paragraph thumbnails which the DM is left to flesh out. That's fine, although it kills this book as a good choice for a first-time DM (stick with the Starter Set). But honestly, this chapter could have benefitted from fewer-but-better side quests, and better flavor and especially cooler rewards from the factions. It feels like too many ideas made the cut, and instead the top 10 or 12 ideas should have been kept and expanded instead of like 40 thumbnails.
Somebody on DMsGuild could fill a much-needed niche by revamping and improving the faction quests here. I like the idea of the characters becoming enmeshed in the fabric of the city, which is the goal of this chapter. But execution is dodgy imho.
We're level 3 and back on the railroad for a fun investigation/city adventure. On the whole this is a strong chapter and also will be easy for most DMs to run (it's a sequential event-driven romp). There are some weak moments (at one point the only way for the players to pursue the plot is for them, with no prompting, to decide, apropos of almost nothing, to investigate HOW AND WHERE A KEY THEY FOUND ON THE GROUND WAS MANUFACTURED. Yeah, my players aren't going to do that). There are a few bits like this scattered throughout this book which frankly the DM will have to fix or work around (but fortunately only a few).
Complete this chapter, maybe do your level 3 faction side quest(s), and it's time for Level 4 and Chapter 4.
The climactic chapter is in my opinion largely great on paper (although we'll see how it does on the table). The reason for the utilitarian maps become clear in this chapter. The maps portray 10 different city locations (alley, docks, old windmill, theater, tower, etc). No matter the season or villain, the basic layout of these locations is always the same. However, their purpose, inhabitants, and the order in which they are visited is completely different based on which main villain the DM has chosen.
The bulk of this chapter is a varied and fun chase to get the McGuffin that takes the party to various locations in the city. The hit-to-miss ratio and thoughtfulness of the encounters in this chapter is MUCH stronger than in Chapter 2. There are a few iffy bits, but a reasonably experienced DM can skip or fix them and pick and choose their preferred set piece encounters.
This chapter WOULD be easy to run out of the box EXCEPT that it turns into a real page-flipper as you jump around forwards and backwards in the book from set piece to set piece depending on which villain you're using. Logistically this is SO MUCH EASIER to deal with if you're running the adventure using DNDBeyond. I'd imagine it would be pretty annoying using the book for this part.
Chapter 4 culminates in a shortish-but-fun dungeon which unfortunately ends in a final encounter which I suspect could be kind of a dud for some tables. i think there is a burden on the DM here to make this feel like a big finish - and that really shouldn't be the case. Also, too many instances in this adventure of the characters getting big-footed by powerful NPCs. Ending is no exception to that.
Curiously, the book contains a lot of material which you would presumably run AFTER the main quest is completed. It advises milestone leveling to 5 after chapter 4, so at that point, you could take on the level 5 faction sidequests from chapter 2 or some stuff from Chapters 5-8.
I have skimmed, but not fully read, these four chapters. Each is dedicated to one of the four possible main villains, their lairs, and a couple of season-specific side events/quests that could happen in the city. All of this is entirely optional and players could easily complete the main campaign without seeing any of it. it's hard to imagine they would visit more than one lair during the campaign, but have at it I guess. Most of the villains themselves would annihilate the party in a stand-up fight. There are hints (in some cases more than hints) dropped that some of these areas and characters will be involved, or at least accessible, during Undermountain: Dungeon of the Mad Mage. [/B]
Volo's Waterdeep guidebook. A cute, in-universe, player-facing thing that the vast majority of my players would never bother to read even if I printed out copies for each of them.
Loren the GM
[FONT=&quot]Waterdeep: Dragon Heist provides a solid level 1-5 adventure. The city setting is very evocative, with lots of hooks for great stories. Over the course of four main chapters (all of which are very strong, although chapter 2 has some caveats I'll get to in a bit), the adventure sets up a treasure hunt in the city. It provides four different villains that can oppose your adventuring party, and each villain receives a custom written version of events for your players to work through. There is also a great section at the end that gives an overview of the city, providing nice details to help understand life and major locations in Waterdeep. And to cap it all off, there is a beautiful fold out map in the back of the book of Waterdeep that is very well crafted.[/FONT]
[FONT=&quot]Unfortunately, there are a couple of problems with this book. First, despite the promising title of "Dragon Heist," there is no real heist contained in this adventure. Finding the hidden treasure smacks more of Indiana Jones than it does Ocean's 11. It is still very entertaining, but for those seeking something a little different, this will require quite a lot of customization to bring it in-line with expectations.[/FONT]
[FONT=Amazon Ember, Arial, sans-serif]The next issue is the maps. In this edition, Wizards has switched cartographers from Mike Schley to Dyson Logos. This is polarizing to say the least. Schley's maps were rich in detail and color, but some people complain that they were overly complicated and difficult to understand or reproduce at the table. Logos' new maps are the opposite of that style. They are spartan and bare bones sketches with very little detail or nuance. I personally much prefer the style of Schley over Logos (especially for online or digital tabletop play), and feel the new maps fall short in what is otherwise a premium product. Your mileage will vary depending on how you feel about the styles. Either way, this feels at a minimum like WotC made a mistake in their pre-release marketing by not setting expectations, and at the most like they made a poor design choice for their product. (Please note, these criticisms are not aimed at Dyson directly. I appreciate the work of Dyson for the gaming community over the years, and he is certainly a master craftsman of his style of maps. His trove of free maps available on his website are a bounty of riches for tabletop DM's. However, to me his maps feel out of place in the context of the book they find themselves in - they are rather more suited to Adventurer League or DM's Guild type titles and feel out of place in a premium product that has already established such rich visuals through the previous volumes.)[/FONT]
[FONT=&quot]Villains and their lairs each get a separate chapter in the book, which is great. These lairs are very well designed with lots of fun options, and are maybe the closest thing to a heist the whole book has. The only downside is that if your party sticks to the adventure as written, they will likely never venture one foot even remotely close to these lairs. These are kind of last-resort settings (or options for a resourceful DM who wants to customize the adventure), a way to wrap things up if your party fails at the main "heist."[/FONT]
[FONT=&quot]Last but not least is the page count. Clocking in at 224 pages, it is well short of the 256 pages used for Tomb of Annihilation. It feels like those last 32 pages could have really been used to flesh out the city of Waterdeep beyond the basic primer that is included, or to really flesh out Chapter 2. The second chapter of the book details the running of a business that the players will receive, and also focuses on side quests for the various factions that are represented in Waterdeep. Each quest is a paragraph of description that sets up a problem and includes the DC of the success roll to solve whatever problem is presented. While I love the idea of this section and can't wait to run players through this open-world portion of the adventure (which seems like the whole point of being in a city setting), it is also a bit disappointing that more pages weren't devoted to developing the city or those faction quests more so this part of the adventure could really open up. Someone cynical could assume that WotC might have kept this section light as a push for DLC on the DM's Guild. Hopefully that isn't the case, as a city setting already has the potential for unlimited amounts of expansion.[/FONT]
[FONT=&quot]All in all, I really do like this book. It has a few major flaws that are worth pointing out, but it is still a case of the good out-weighing the bad. The city feels lively in the pages, and is a great setting for an adventuring party to start in. It is a good adventure to take a party from level 1-5, providing a good alternative to experienced DM's who want something different than Lost Mines of Phandelver from the starter set. This book is a good start for a new campaign (especially for moving on to Storm King's Thunder or Princes of the Apocalypse, both of which it could very easily flow into) but it could have been Starter Set Version 2 good with a bit more care and work. As is, it would be hard to recommend to new DM's or those looking for a complete out-of-the-box experience. For anyone else, it should be a good adventure - just be prepared as DM to do a little more heavy lifting than you might have expected to fill in for some of the shortcomings.[/FONT]
lluewhyn
There's a lot of good story ideas here that could really make for a compelling adventure. My issue with it is that as written, the adventure is very railroaded and a DM should probably do a lot to spice it up. As others have said, despite its name, it's not actually a heist, but rather a hunt for a treasure (technically, mostly a hunt for a McGuffin that will point them to said treasure). This may seem semantic, but "heist" carries certain connotations that can be misleading. To me, it's like renaming Die Hard to Nakatomi Tower Murder Mystery. Yeah, there's murder(s) and there's some mystery (what are these guys after?), but you're definitely going to have some very confused expectations based upon the title.
Once again, as others have said, it feels very much like an Indiana Jones adventure where you're trying to get an item that will lead you to ultimate reward while others are trying to get the same thing. One weak comparison, however, is that part of the rationale for the adventure (especially if the PCs are Good) is to keep the money out of the hands of the other factions, which doesn't have the same impetus of keeping a powerful artifact out of their hands. In fact, one of the Antagonists is just going to turn around and give the money to the city as a PR stunt, and another is going to use the money to buy back the souls of their children from devils.
I'm also not a fan of the "re-playability" features of these official adventure modules. They're not different enough to be really re-playable for the players, and only work to give the DM some variety if they're running the same adventure for different groups. While some may not seem any harm in it, I think this "feature" tends to impact the clarity of the adventure for the DMs. This is particularly true in this adventure, as the alternative variants for Chapter 4 are intermingled for every encounter in such a way to require an obnoxious amount of flipping back and forth.
As I mentioned earlier, I think an issue with the adventure is its very railroaded nature. While the PCs have some options on a macro level about how they want things to turn out, a lot of the encounters are designed with one solution in mind. If the PCs do not perform that solution, the adventure comes to a stop and the DM has to scramble to figure out how to connect them back to the plot. The book's states several times that the solution is to just have a friendly NPC show up, or maybe a rival NPC who will take a bribe. A lot of times, the solution for an encounter is not obvious and/or requires them to successfully make a certain skill check. If the PCs fail to keep up with an NPC they're chasing, fail to make the appropriate Investigation/Perception/etc. check, the PCs have fallen off the rails and the DM has to write up a solution for how to get them back on the track. It just seems like the adventure is happy to punt the PCs astray and make the DM figure out a solution each time.
One egregious example that comes to mind is when the PCs try to get some information from an NPC, if they're not Harpers, she refuses to help them. The encounter states that the solution is to use magic to get that information from her or to steal a book containing this information from her locked safe. PCs won't likely have access to this magic or will be loathe to use it on her, and they don't know anything about this book existing. Yeah, the DM can determine if the PCs have a viable alternate option, but they'll get no help from the book. There's just a lot of examples like this that frequently puts the DM on the spot in addition to the players, which is pretty challenging if you're new to DMing.
In Chapter 4, a lot of these railroaded encounters are all directed towards trying to acquire the McGuffin (err, Stone of Golorr). So, if you fail to solve an encounter, you're adrift and the PCs and the DM both have to find an alternate way to the next encounter. If they succeed, sorry Mario, your McGuffin is in another castle and you get kicked to the next encounter in the chain (there are 8) to try again. Worst of all, if your players somehow get a really good idea that lets them get their hands on the Stone early so they can skip some of this hassle, the Stone of Golorr decides they haven't properly earned it, will attempt to dominate them and force them to discard it, will wipe their memory of where they dropped it, and the PCs will be forced to get back on the tracks and do the required encounters, dangit!
No, I'm not kidding about this.
As a result, I think I'm going to take a lot of ingredients in this adventure but repurpose them to be more of a sandbox that gives the players more initiative.
pukunui
I was really excited to run this adventure. It sounded like a lot of fun, and the art is some of the best produced for 5e yet. Unfortunately, I am finding it to be an absolute nightmare. This adventure has turned out to be a hot mess that I feel does not deserve the rave reviews it's been getting.
For starters, the adventure suffers from an identity crisis on several fronts. It calls itself a "heist" when it is really about stopping one. It claims there's a treasure hoard that's "yours for the taking" when it actually expects you to hand it over to the authorities as if you'd found someone's lost wallet stuffed with cash. It also can't decide if it wants to be a linear action adventure or a sandboxy urban adventure.
There are also some serious pacing issues. The opening chapter is pretty action-packed, as are chapters three and four, but chapter two has pretty much no pacing whatsoever. It's mostly just a bunch of half-baked sidequest ideas, most of which technically can't even be run in chapter two since they're meant for characters of levels 3-5 (and, to be honest, given the action-packed nature of the later chapters, it's hard to see how the PCs will have time to do these later sidequests anyway).
What's more, these sidequests vary wildly in level-appropriateness. For instance, the 3rd level Harper quest involves a lone gazer in an old lady's shop. My group wasted the gazer in the sewer in chapter one, and they were only 1st level! Even a single 3rd level PC shouldn't have much trouble with this. What a joke! [I ended up replacing the gazer with a spectator, which still went down rather easily.]
On the flip side, PCs who join the Gray Hands are tasked at 5th level with infiltrating the Xanathar's lair in order to kill a mind flayer. Although the villains' lairs supposedly are designed for 5th level PCs, this could prove to be more than they can handle. [And what's more, it most likely won't happen until after the main adventure is finished -- possibly not even until you've begun a different adventure, since this one can technically end while the PCs are still only 4th level!]
On top of this hodge-podge of faction-related quests, the PCs are given a rundown old tavern. There is a page or two talking about how the PCs can get the tavern up and running again. Players are always wanting to own property. (At least, my players are. Several of them have commented that I'm *finally* letting them own property!) And yet, it seems like a total distraction in the overarching context of the adventure. In addition to the high cost (which my players nevertheless somehow managed to cover at 2nd level) of refurbishing the tavern, the focus of the adventure is elsewhere -- and the main plot can come to fruition in less time than it takes to make one roll on the Running a Business table. The tavern very much feels tacked-on.
Then there's the business rival. He's just a suggestion, and there's a little table showing his plan of attack, but there's really nothing to it. If you want to use it, you'll have to flesh it out yourself.
Chapter three starts with a bang, literally, and gets us back into story mode. This part seems mostly OK.
Chapter four is the most modular, with a bunch of "encounter chains" that depend on the chosen season/villain. Some are better than others. To me, autumn seemed like the most fun. However, in actual play, it turned out to be more than a little disappointing. The adventure heavily emphasizes obeying the law, so when my group got to the courthouse, they followed the rules, which resulted in the magister stealing their agency by interrogating the criminal on their behalf while they got bored sitting in the waiting room. (Yes, the module allows for players to break into the courthouse to speak with Fenerus themselves, but it also strongly discourages them from breaking the law.) Furthermore, they were rather frustrated that the drow got to the stone first, wondering aloud how they learned where the stone was, and then got even more frustrated when they discovered that there was really very little possibility of them stopping the drow and retrieving the stone. This encounter chain played out with the worst kinds of railroading on brazen display. [What's more, if the PCs somehow do manage to get their hands on the stone early, the book flat out instructs you to make them get rid of it so they have to go through the rest of the encounters before finally "earning" it at the end. This is railroading of the most egregious kind!]
Chapter four concludes with one of the most disappointing anticlimaxes I've yet seen. The "Vault of Dragons" dungeon is small and pedestrian. There's very little to it. And all the PCs really get to do is talk to the vault's guardian. Furthermore, depending on who the main villain is, which faction(s) the PCs have joined, and which high-level NPCs they've convinced to help, there's a real possibility that player agency will once again be snatched away from them as the NPCs resolve the adventure's finale themselves (e.g. Why would the Open Lord of Waterdeep let some low-level nobodies do the negotiating for her instead of doing it herself?). There's also a good chance you could wind up with a massive multi-directional battle full of fiddly, hard-to-run high-level NPCs and their minions. Or you could end up with no battle at all, as Laeral's mere presence is enough to make sure most of the villains are on their best behavior.
Next up are four chapters detailing the lairs and schemes of the four possible villains. These chapters are entirely optional. In fact, the book actually tells you outright that you might not use any of the material here! Say what?! [That aside, each lair is actually pretty cool and could easily be cut-and-pasted into another adventure with ease.]
The book ends with a neat little fluff piece about Waterdeep. This is probably the best thing in the book, and I'm super-glad they released it as a separate pdf on the DMs Guild.
Before starting this adventure, I had run the first two adventures in Tales from the Yawning Portal followed by Tomb of Annihilation. That was a fun but exhausting campaign, and I was struggling to figure out how to follow that up for my group's 11th level PCs. I felt like it was getting to be too much work.
Unfortunately, Waterdeep: Dragon Heist is proving to be even more work. So much of it is just a rough sketch. In many places, it's more like an outline than an actual adventure!
Furthermore, there are lots of places where things don't make sense or various elements just don't line up or there are obvious gaps.
Take the Sea Maidens Faire, for example. Aside from the one parade they hold on the Day of Wonders (which won't even happen if you're not running the adventure in the autumn), what exactly do the people involved in the faire do? The third-party Guild Adept Waterdeep Encounters assumes they hold nightly carnivals on board the ships, but this is not corroborated by the adventure. As far as I can tell, they all just hang around waiting.
There are so many cool elements in the adventure that just aren't utilized to their full potential either: The street urchins who appear in much of the artwork, the Black Viper, even Lady Laeral herself. (Speaking of Laeral, why is she dressed in full plate and wielding a greatsword in both the silly Yawning Portal picture and her miniature? She never appears this way in the adventure text.)
What else? The opening encounter is pretty lame: a fistfight between a half-orc and some thugs. The PCs can try to intervene but don't really need to. Then a troll climbs up out of the well! Except the 1st level PCs aren't expected to deal with it. Durnan the immortal barkeeper with his magic sword of slicing will deal to the troll while the PCs can be brave heroes and kill a couple of stirges! Yay! They're so brave that the infamous Volo asks them to go find a foppish friend of his who's been missing for two days and yet is still being tortured when they finally catch up with him!
Stuff I like:
*The art is gorgeous
*The minimalist maps
*Volo's Waterdeep Enchiridion
I'm sure there was some other stuff but overall the bad really outweighs the good in this adventure.
It's definitely *not* an adventure I would recommend to a new DM. It is *not* at all easy to run and therefore cannot compete with Lost Mine of Phandelver as a good first adventure. I mean, I'm a pretty experienced DM, and even I'm finding it difficult to run, whereas I was practically able to run LMoP in my sleep. Heck, I'm even finding Storm King's Thunder to be easier to run than Dragon Heist!
Reactions: jasper and lluewhyn
Enrico Poli1
"Average Adventure; Excellent Tool for Waterdeep Campaigns"
- First of all, the art is stellar, and I'd buy this product as a collectible alone.
- It's a pity, but the adventure is NOT well executed. The idea of a Heist was great, but this is a Treasure Hunt instead. It's still original, but. The actual adventure isn't smooth, on the contrary it's composed of different parts that are just not well linked together. A novice DM will have a HARD time running this one.
- However, this product is excellent inasmuch it offers a sandbox base for campaigns based in Waterdeep. It offers a gazetteer of the city adjusted for 5e; describes four great Villains, many many interesting NPCs, organizations and missions for low-level PCs. It really helps a DM to start a campaign in the city. So, in the end, I think that this is the BEST Waterdeep material ever produced for D&D (I didn't read AD&D 2e Volo's Guide to Waterdeep).
I'm happy I bought this hardback. Now I want the Dungeon of the Mad Mage!
pogre
This is a playtest review.
I just finished running Dragon Heist for my group. The players had a great time. However, there are significant problems with the module - I'll try to avoid too many spoilers.
My overall impression is the designers were very ambitious, but fell short. There are four possible story lines, which is innovative. However, many of the links between scenes are exceedingly weak. Expect to put on a lot of time fine tuning and prepping the adventure for your group.
I do not love Forgotten Realms or Waterdeep - for fans of the setting I think this is very nearly a must buy. There is tons of information about the city and a big fold out map.
I bought the book for the adventure. The page count of adventuring scenes is fairly short for the cost of the book. I do not regret the purchase, but understand if you are buying it mostly for the adventure you're not getting a lot of bang for your buck. I should have assumed this when I bought it (levels 1-5). I push the action and for my group, and the adventure took us 4 four-hour long sessions.
I purchased the module as a lead-in to the Dungeon of the Mad Mage. While it works fine for this - it certainly is not integral. You could easily run Dungeon of the Mad Mage well without ever seeing Dragon Heist.
castlewise
The D&D team has said that they want their new products to fill an "empty" slot on a GM's bookshelf, and to provide something unique. The only issue with this approach is that as the bookshelf gets fuller the empty slots get more niche. Waterdeep: Dragon Heist suffers from this in that it feels like an introductory adventure for 1st-5th level written for experienced players and GM's. The main adventure actually takes place after the titular heist and involves a complex story with multiple potential villains presented in a non-linear fashion. It takes place in an expansive city full of possibilities and filled with half a dozen or so competing factions. As such it asks a lot from GM's; cities are hard to run and the choose-your-own villain and non-linear presentation doesn't make it any easier. It also asks a lot from players; rather than giving characters a list of possible choices the problems and questions the adventure poses are more open ended. If your group is up for it then Waterdeep: Dragon Heist absolutely provides a quality experience that can't be filled by any of the other existing D&D products. The villains are interesting, the various factions are well fleshed out, the book contains an excellent overview of Waterdeep, and the open ended environment is a nice contrast to the structured setting of, say, Tomb of Annihilation. Not every group is going to be up for it, however.
dewaint
I have to admit, probably some elements will never be touched by players, nevertheless it helps DM to get the cosmopolitan feeling and many-layered machinations embedded in Waterdeep's nobles and
factions business.
Great update of the city to 5e, Getting the DM on the road, able to navigate and lookin gfor specific lore within tons of already published 1e- 3.5e material available.
The adventure by itself is ideal to get players rooted into Waterdeep and provide an impression of the factions, powergroups, and localities. The heist itself is also nice to play through, providing fun. Seasonal approach is interesting and good idea to introduce into the festival days of the city. Apart of that I think an experienced DM could switch sesons and villains at best fits to his campaign.
Netwatcher
I'll do my best to avoid spoilers or let you know when they are coming with this review. This is based on running this game for my players and finishing the material.
I picked this up out of nostalgia for the days of yore and love of the old school Waterdeep setting, I was not 100% certain I was going to run it. When it arrived and I read through it I have to admit I was overwhelmed by some parts and underwhelmed by others. My first impression was "Well, no, way too complicated for my group and the material is disorganized and unusable, but I like the key concept." It sat on my nightstand for a few days and I digested what I had read, then gave it another look and things just clicked. I got it. This was not an adventure I could run with 5 minutes of prep time (your use may vary), I wanted notes, if not flow charts. In the end the first sections of the adventure were easy enough to run in a session or two and I took special care to keep track of everyone the players ran into and what the overall impression of those interactions were - positive, neutral or negative.
W: DH is designed to take the group from first level to fifth and it does a great job of doing that. I added a lot of material, didn't play some of what was suggested and expanded on other bits to create a more involved campaign for the group. The adventure is divided into four chapters, I know the book has more, but in my mind I've compressed them a bit into easier to digest parts:
Chapter 1 - a simple request for help, for the promise of money.
This one is easy and can be run in a single session, it introduces the players to several key players in the city and sets the stage for the trials and tribulations to come. I liked this as an introduction to the city of Waterdeep and made sure to give my players the chance to interact with several npcs that they would be running into for the rest of the adventure. The players loved it, the reward at the end was good and it made everyone want to be there next session to see where things went from there. At the end most characters were level 2.
Chapter 2 - semi-random quest phase.
The players all had plenty to do, the relationships they had established in chapter one provided them with many opportunities for side adventures and I used this to add in a lot of NPC's and a few minor magic items for the things to come. My plan here was to make sure everyone was at last level 3 before hitting the next chapter and for my game that meant 2-3 sessions. This was a bit of work from a DM stand point, the quests had to make sense with what was going on in the city (time of year) and the group ended up spending quite a lot of time outside the walls completing custom made adventures. I probably spent more time on chapter two than on the others, this is due to the fact that I am planning on running The Dungeon of the Mad Mage and I want the group to have ties to the city, to 'care', so to speak. It seemed to work very well and player morale was high as they blazed through the challenges I set before them. When all the players were 3rd or 4th level I moved on to chapter 3.
Chapter 3 - the rush.
This is where things went fast and though it didn't take me as much time to prepare for this, I did make sure to map out everything clearly, statting each challenge out on its own page that I could flip through as fast as the group met the challenges. The group LOVED this chapter. It was like an action movie jumping from one scene to another and figuring out clues and recalling who in the city might help to move to the next step. As a group we have some very memorable moments from the two sessions it took to play through this. By far it was my favorite part to DM, not just for the ease of it, but also it is nice to see the players putting the clues together and doing so correctly...most of the time. By the end of this chapter the players were mostly 4th level going on 5th.
Chapter 4 - the epic conclusion.
From a DM's point of view this was also a simple chapter to play. It can go a lot of ways and depending on who your group knows and how they solve problems: it could easily have crashed and burned. Fortunately, my group had on their 'team' shirts and played nice together and got things done. The end was mildly anticlimactic from my point of view -- it seemed too easy, however when I put it in perspective with all the action in chapter 3, well, it worked just fine. The group ended with most of them being 5th level.
Here be spoilers, I'll keep them modest, if you're planning to play in this adventure I advise you to scoot on out of here and let the world builders get a better idea of what to expect.
I ran this adventure using Castles and Crusades as the core rules, conversion of 5E material to C&C is of so little consequence that it is hardly worth mentioning, I am doing so only because some of the examples I might give may not match up to 5E rules.
The adventure is a handful to read and prepare for, it starts in a season of the year of you or your player's choosing, I let my players choose and one of them said, "Spring!" so that's when we started the game. I was happy with that. Why is it important? Well, which season you start in determines which adversary the players are up against. I was happy with the foe, and much, much happier now that I have my grubby paws on The Dungeon of the Mad Mage as the villain will be taking a substantial role in the ongoing game. Let's just say there is history to build on to keep things interesting. My players, for whatever reason, leaned heavily toward fighting types, no Wizard, no true cleric and...no rogues. I got the impression they were trying to make things challenging for me as a DM, but this adventure is all about relationships and networking and they had zero problems without having all of the traditional classes available. I can see this adventure being solved by unbalanced groups easily enough.
I did not read much of the water deep information in the book, there is a rather hefty section detailing the city and how it is run, but honestly that is just filler for the DM to build from. Chapter 2 uses the idea of factions and I created a couple more and mixed and matched the faction jobs to weave a tapestry of adventure for the players to run through. The faction rating (just a number that increases or decreases) was of great interest to the players. I turned that book keeping over to them, just letting them know their reputation had gone up one with the 'Tempest Faction' or the 'Emerald Enclave' as it happened. There was some effort by the players to take jobs for the faction(s) they favored, which made me want to develop each one more, so I did. There are evil factions too, given what the players bellied to the table with I was really expecting them to go for the bad guy factions. (everyone was neutral, save for one hold out who was CG.) The reality was the group played their characters as LG or, at worst NG and were on their best behavior too, working together better than I've seen in years, there was only one death of a player caused by another player and that was indirect (the archer shot into combat, biffed their roll and dealt 9 points of damage to a fighter, who then got slammed and killed by the monster they were fighting.) The group had several fights where they could have lost characters, but that death I mentioned in the last line? It was the only one, which was stellar -- my group brought their 'A' game, for sure.
The group may become property owners over the course of the adventure and mine did. As a DM I just have to laugh when we start playing "Homes and Housekeepers" from within the game, property is a money suck that ties murder hobos down! In this case they got into refurbishing their property and it took them a long while in Chapter 2 to build up enough cash to start making renovations and they were in the middle of that when Chapter 3 started with a bang...a bang that killed several of the neighbors and street vendors they knew. Oh, hell hath no fury like a party on a quest to revenge the death of a favorite nosy neighbor who was the source of rumors and goodwill of 'their' hood! The group. Got. Her. Raised. The foe that killed their neighbors, was the same one responsible for taking out the fighter later, so there was extra incentive to stay in that combat and see it through to the bitter end.
Enough random game stories, what about the end? Well the end reward is a huge amount of gold, protected by a guardian that, imo, could easily ace a group of 8th level characters (let alone 4th level ones) and I have to admit I was a bit worried things would come to fisticuffs, but it didn't end that way, they were able to convince the being to give the money to the city and for that they received a substantial 'finders fee', not to mention a ton of good will at the highest levels of society. Depending on how you run it, the group could end up with all that cash (and absolutely no goodwill), so you might need to plan for that if your group leans that way.
Also there is a minor artifact that, no doubt, one of your players will end up with. It is evil, my advise is to play it to the hilt, it is sentient and won't lie, but that doesn't mean it has to be helpful. My group has retain control of this artifact...for now. It will have an impact on the game going forward and I just love when this happens. It's evil, it's useful, it was stolen from a powerful person who wants it back, the character who has it (a druid) wants to keep it. I take so much pure joy from these simple things situations.
W: DH is a well put together supplement that worked great for me and my group. I work full time and don't want to spend 40 hours between sessions prepping, I would say I spent about 12 hours on prep time for the entire adventure, which I ran over the course of 14 sessions, not bad at all. A lot of this time was spent customizing quests for the factions and putting some effort into bringing the area around the group's property to life, efforts that will be used going forward, so I'll still be getting mileage out of it for the character's next fifteen levels.
The dragon isn't really a dragon and the heist isn't much of a heist.
The parts of the adventure don't really flow well. Sixty or so pages are dedicated to lairs the PCs will almost assuredly not go to. The adventure requires huge amounts of prep work to ensure the DM understands the connections between the factions and how to work with his players to overcome the plot weaknesses.
There is no way I can recommend this adventure over the splendid and cheaper Lost Mines of Phandelver.
Haffrung
As a source of material for Waterdeep adventures, this book has some use. It offers enough factions, hooks, NPCs, and general setting material to use as the foundation for many adventures. As for the campaign itself, it's a baffling mess. It's needlessly convoluted and makes no sense. The motivations are implausible, the behaviour of NPCs baffling, and it's not at all easy to puzzle out just reading it, let alone running the campaign. I certainly would not recommend to a new DM hoping to run it as written.
However, the way it's presented in discrete chapters and encounters means it's easy to salvage and use to craft your own campaign. I'll be able to use the content in the book to create my own level 1-4 mini-campaign as an introduction to Dungeon of the Mad Mage, which is all I really need.
Reactions: lluewhyn
ClaytonStine
Despite having a great world with novel experiments, this adventure keeps most of its potential locked behind poor execution.
nobody69.420
Many of you have said that you don't like it because it's called a heist, when technically it isn't, but really it's how the players go about acquiring the dragons.
Reactions: Carlsen Chris
Rotten DM
3 out 5 after play review
Bought this from the FLGS. I do love the maps as they are black and white and are readable. The Ad copy was D&D meets Ocean 11. I didn't know the pcs were going to be playing the cops.
I ran this an adventure league campaign twice during season 8(Limited gp and magic item changes). The first three chapters flow okay. The laws of waterdeep and trollskull manor are great. But Chapter 4 feels kind of shoehorned in. And Chapter x (You choose one out of four chapters for the conclusion.) is pounding with a plot hammer, the big boss captures your party. I suggest you run most of Chapter 4 but move one of the keys into Chapter X so the group has a reason to explore that Chapter.
Chapter 1 suggestion have the head of the city watch give the party a secret mission to find the dragons. Yes the pcs are newbies who "flunked out the police academy."


text:
2011 Meineke Car Care Bowl, Texas A&M Vs. Northwestern: TV Info, Radio And More
By Steven Godfrey Dec 31, 2011, 7:00am CST
Share All sharing options for: 2011 Meineke Car Care Bowl, Texas A&M Vs. Northwestern: TV Info, Radio And More
No bowl team is in more transition than Texas A&M: After the Aggies meet Northwestern today for the Meineke Car Care Bowl in their backyard of Houston, Texas A&M will begin the transition towards becoming a member of the Southeastern Conference, as well as taking on an entirely new coaching staff led by Houston's Kevin Sumlin.
As far as today's game, outgoing interim head coach Tim DeRuyter, who took over the program after Mike Sherman was fired, will coach his first and last game for A& before moving on as the new head coach at Fresno State. Conference realignment, a new staff and then unexpected death of a player have weighed heavily on the Aggies as they entire the bowl game, courtesy of the Dallas News:
"Our guys know that there are coaches here very much like our seniors," DeRuyter said. "This is going to be our last game and we want to go out the right way."
DeRuyter tried to lighten the mood via fast-paced practices with music. He pointedly mentioned trying to remove "the cloud that's been around for the last month or so."
Now he's faced another challenge with the tragic death of senior offensive lineman Joseph "Joey" Villavisencio, killed in a car accident as he was returning home from College Station before Christmas.
DeRuyter called a team meeting before A&M's first bowl practice in Houston.
"We talked about how life is so precious that you have to take advantage of every single opportunity we have," DeRuyter said. "We all hurt for Joey V's family and all of the things he stood for. We absolutely have to go out and honor him by doing what he would do, practicing hard and competing hard."
Both teams will wear helmet decals saluting Villavisencio.
Time / Date: Saturday, December 31, 11:00 AM CT
Location: Reliant Stadium, Houston, Texas
TV: ESPN
Radio: Aggie Radio Network
Streaming: ESPN3
For more on Texas A&M, visit I Am The 12th Man. For Northwestern coverage, head over to Sippin On Purple, and for a look at every college football bowl game, check out SB Nation's college football page.
Texas A&M Vs. Northwestern, 2011 Meineke Car Care Bowl: Aggies Lead The Wildcats 30-7 In The 4th Quarter
Texas A&M Vs. Northwestern Final: Aggies Win The Meineke Car Care Bowl 33-22, Next Stop? The SEC
Texas A&M Vs. Northwestern, 2011 Meineke Car Care Bowl Odds: Aggies A 10-Point Favorite

redpajama_set_name: RedPajamaCommonCrawl


text:
Close-competition---Bruno-Cocozza-pic
Cavarlo wins Jennifer Goldsmith Trophy
Amanda 'Marnie' Irving and her all-female crew on Cavarlo have won the Jennifer Goldsmith Trophy, Race 2 of the Port Phillip Women's Championship Series (PPWCS), hosted by Royal Melbourne Yacht Squadron (RMYS) on Port Phillip today.
Racing was delayed for some 20 minutes as officials waited for the breeze to fill in, with racing getting underway soon after 11.00am.
"It was light and variable – not what was forecast," Irving said tonight after overcoming challenges from Sandpiper, skippered by Katrina Hartman and third placed Le Cascadeur, skippered by Leonore 'Leo' Eeckman.
"At least it wasn't as hot on the water as it was on land and in the end we had a pretty consistent 7-8 knot breeze once we started."
Cavarlo is a fairly heavy yacht, "So we were really surprised to win in light conditions," Irving said of her crew's win under PHRF – the category under which is the Trophy is decided.
Of their day in general, the Victorian skipper commented: "We didn't use our spinnaker on the second downwind leg, because we lost the halyard. We retrieved it out of water and attached it to the genoa halyard instead. Then we had to put the genoa on a furler, which took some strength and time."
However, Cavarlo had got off the start at full speed and pulled off a move upwind that equalled out the kite mishap.
"We sailed much further south than the rest. We wanted to try something different and get out of the air of the other boats. We ended up laying the mark in one tack, while most the others were doing a lot of tacking.
"Our crew had to think on their feet. I am delighted with the way they worked together," Irving said of the women, a blend of experience and inexperience.
"We lost some time, but it's one of those things – and I always say you should never give up – so we didn't.
"You usually win because nothing went wrong, but that wasn't the case today. Somehow, we still managed," Irving said wryly.
Remarkably, she only took up sailing 10 years ago: "I started as an older adult and these are great regattas for getting women into sailing. Last year we had a PHS win at the Port Phillip Women's Championship; our first significant result."
Of the competition, the Victorian said: "Monica Jones was up there – she's a really good sailor – always good competition."
Irving ended, "The Presentation was great, smartly run; we all enjoyed the food and the occasion in general."
Happy with third in the main event, Leo Eeckman was thrilled with Le Cascadeur's AMS win from Monica Jones' Salamander III and Sally Williams/Robyn Brookes' Young Bears.
"We had a really good start, tacked straight off the line and got to top mark fairly quickly. It started well and went well from there," said the French skipper who has missed the last two years of the PPWCS, so was happy to be taking part again.
"A perfect win in perfect light winds for us," Eeckman commented. "This is the first time this female crew has sailed together – and for two of them, the first time on Le Cascadeur."
Eeckman had one man join the five women on board the Southern Ocean 31, "Ryan Blackstock – he is my partner and also coaches me. Complicated, huh," she said laughing.
The Le Cascadeur crew plans to stick together and complete the series as training for the Australian Women's Keelboat Regatta in June – so far so good.
Like Marnie Irving, Eeckman cited today's IRC winner, Monica Jones (Salamander III) as her benchmark. "We keep an eye on Monica. She's usually some distance in front of us – but she's our main competition."
Serious Yahoo, skippered by Vanessa Twigg was second to Jones, with Young Bears again filling out the top three.
Twenty-one boats took part in the Jennifer Goldsmith Perpetual Trophy, which is open to yachts from all clubs, and forms part of the Port Phillip Women's Championship Series. All entry fees are donated by RMYS to melanoma research.
The next race of the Series is the Women in Sailing Challenge, hosted by Sandringham Yacht Club on Sunday 17 February.
For entrants and full results: http://www.womenandgirlsinsailing.com.au/keelboats/portphilip2018-2019/
Di Pearson
Outlaw on top on first day of Farr 40 NSW ChampionshipHobart Wooden boat show is a definite show


My name is Jillian Fitzmorris & I am beyond thrilled to attend MAC Nationals representing Kansas & competing in my first pageant along with my mom, Rose & daughter, Brenya. I've been with my incredibly supportive husband, Eric for 13 years. I'm a mom of 4 littles (Brenya, Ridley, Cambria & Fiona), Late US Army Veteran's daughter, School Social Worker, Autism/Special Needs Advocate & Photographer who lives in Lawrence, Ks. I love singing, playing guitar, watching movies, swimming & traveling with my family. Having my darling son Ridley (who has nonverbal Autism) has motivated me to use my voice in any way I can to follow my dreams while also shining a light on people with different abilities. I am looking forward to meeting some incredible ladies & making memories with my family. I am so grateful for this opportunity.
Always believe in yourself & be kind.
I LOVE that MAC is a family oriented program that involves the whole family in the pageant experience while allowing each girl/woman to grow & shine.
Very humbled, thankful & excited to be able to represent Kansas as MAC Woman 2018.


Whether it's a manufacturer or a construction firm, the response to the environmental risk profile question is nearly always the same, "What's that?" While this is not totally surprising, it is still dumbfounding how organizations can purchase environmental insurance without thoroughly assessing their environmental risks. Here are some simple first steps that will assist business owners and insurance brokers to create profiles that will help them better understand and manage environmental risks.
Anyone who operates a chemical, petrochemical or bulk petroleum terminal facility has likely encountered a natural resource damages (NRD) claim. But since NRD claims have historically only been assessed after a catastrophic environmental contamination event, such as the 1989 Exxon Valdez disaster, many risk professionals may not have had any experience with them at all. This may be about to change, however, with many now referring to natural damages as a "sleeping giant" due to the potential lor vast recoveries under a host of federal and state laws. Before moving onto a more detailed discussion of this type of claim, first, it is is important to ensure we understand the necessary language.


Reigning queen Sharon Needles is in a jam: her crown's gone missing! And what's America's Next Drag Superstar without her crown? She enlists the help of Michelle Visage, Private Eye, to crack the case. Michelle rounds up the likely suspects: Latrice Royale, Phi Phi O'Hara and Chad Michaels, to get to the bottom of things. But will she nab the culprit?
This piece is our director's cut, an homage to the classic film "Clue" that strings together as much of the story as possible and presents several alternate endings.


Colleges, universities, and scholarship programs use academic records, test scores, extracurricular activities, teacher recommendations, and application essays to see how prepared students are for college-level work. The Guidance Department provides the PSAT for students in the tenth grade. Students in the eleventh grade will be administered the PSAT during school, and provided registration information for the ACT/SAT and SAT II.
A standardized test that gives the tenth grade student an opportunity to practice for future testing. This test provides teachers with scores that may be used for placement in classes next year. Sophomores should not get discouraged because this is a Junior level test, and test scores generally improve the following year.
The Preliminary SAT/National Merit Scholarship Qualifying Test is a co-sponsored program by the College Board/NMSC. This standardized test is excellent practice for the SAT I and SAT II. It provides the opportunity to qualify for National Merit Scholarship Corporation's (NMSC) scholarship program.
The ACT Assessment measures skills in English, Mathematics, Reading, and Science Reasoning. The scores on this standardized test indicate how well a student can perform these skills necessary for college work. Registration materials and test dates can be obtained through the Guidance Office or at the ACT website.
SAT I is a three-hour, primarily multiply choice test that measures verbal and mathematical reasoning abilities. The scores on this standardized test indicate how well a student can perform these skills necessary for college work. Registration materials and test dates can be obtained through the Guidance Office or by contacting the SAT website.
These tests are one-hour in length, primarily multiple choice tests that measure knowledge of particular subjects and a student's ability to apply that knowledge. Some schools require one or more Subject Tests for admissions, or placement. Check requirements of the colleges being considered to determine if the Subject Tests are necessary.
The Advanced Placement program is designed to provide college credit to high school students who have completed a college-level class. Exams are administered in the Spring.


By clicking the button, you will be raising Alisa-art to the first position on the main page for 60 seconds. During this time the model's chat room will become much more visible and incredibly popular! A notification about your action will appear in the chat, visible to the model and the other chat users. Alisa-art will be sure to appreciate this gesture and be immeasurably grateful to you!
Эта девушка чертовски привлекательна, своим образом сводит с ума, все отдам за любовь с этой девушкой.


The Mexican Congress recently approved new fiscal laws and regulations affecting companies established in the border zones.
Learn how to apply for these benefits and find out what other measures exist to take advantage of the new laws, which are now in effect. The presenters will be: Simon Somohano, Transfer Pricing Leader Partner, Mexico & Latin America, Deloitte; Hector Vega, Tax Partner, Deloitte; Manuel Muniz, Global Trade, Advisory Partner, Deloitte and Luis Barba, Legal -Tax Manager, Deloitte.


Explore Scientific's 2" Neutral Density (ND) Filter allows light to pass uniformly across the whole visual spectrum. This makes it a superb filter for reducing glare and irradiation when observing the Moon with any telescope 4"(10.2cm) and larger.
The Explore ND Filter has a density of 0.9 and a transmission of 13% and comes in a 2" metal cell that can be threaded easily onto the 2" barrel of an eyepiece, Barlow, or another accessory. Besides working great on the Moon, it will help split close double stars where one star is much brighter than the other. Neutral density filters also help decrease brightness when using your telescope for terrestrial viewing on a bright, sunny day.


text:
BEST EVER HOME
PASSIVE INVESTING RESOURCE GUIDE
Sutton Avian Research Center
Who They Are
The George Miksch Sutton Avian Research Center (Sutton Center) was founded in 1983 with the mission of "finding cooperative conservation solutions for birds and the natural world through science and education." The Sutton Center is a private, nonprofit organization located near Bartlesville, Oklahoma.
The Sutton Center is a leader in avian research and conservation though conducting intensive, conservation-oriented, ecological field research on declining grassland birds, developing and applying techniques for the reintroduction and monitoring of Southern Bald Eagles, managing the successful captive breeding of endangered species and performing bird surveys in Oklahoma and across the world.
Birds are widely recognized as environmental barometers. Given their wide ranges, fast metabolism and high energy requirements, they respond more rapidly than most living things to changes in the environment. Thus, variations in the populations of bird species provide important signals of environmental well-being. This reality is the foundation of the Center's work.
The fact is… people only care about things they understand. Research explores the unknowns of biology. Conservation preserves the diversity around us. But in order to engage the public in the importance of the Research and Conservation mission of the Sutton Center… EDUCATION is vital!
The Sutton Center is launching a new program that will focus on educating young people, however, it can be just as eye opening for adults too! Regarding this new program-
They have just acquired golden pheasant chicks- these little ones will be beautiful adults and will help with conversations about biodiversity and invasive species. They have already warmed up to people and are on their way to being great animal ambassadors! Follow their journey on Facebook and Instagram at #pheasantsofsutton
Their young great horned owl is currently in training. This majestic bird will amaze and inspire people of all ages. Follow #suttoncenter on Facebook and Instagram for updates on its arrival!
Stella the skunk has a spunky attitude and is ADORABLE! Stella can teach us about the misunderstood wildlife living in our own backyard. Follow her journey on Facebook and Instagram at #suttonskunk.
Our $1,000 donation will go towards the Sutton Center's new animal ambassador program described above. If you would like to donate to this amazing organization, please follow the link below.
No act of generosity is too small to make a difference!
Donate to Sutton Avian Research Center
Junior Achievement of OKI Partners
A Wider Circle
La Soupe
Down Syndrome Association of Greater Cincinnati
© Copyright 2019 Best Ever Publishing
JOEFAIRLESS.COM | DISCLAIMER | TERMS AND CONDITIONS


text:
Contact UsDonate
InitiativesClose
Domestic Violence Project
Mental Health Project
Sex Workers Project
Freedom Agenda
Street Vendor Project
Human Rights Project
Safety Net Project
#UJCAmbassador
Justice Initiators
Young Professional Board
Social Justice Accelerator
Get HelpDonate
Our Teamdavid2021-11-10T20:03:25+00:00
The Domestic Violence Project (DVP) is a passionate group of attorneys and social workers coming together to provide holistic civil legal and clinical services to victims of domestic violence.
Madeline Garcia Bigelow, Esq.
Associate Director, Urban Justice Center
Managing Director, Domestic Violence Project
Madeline is the Associate Director of the Urban Justice Center and Managing Director of the Domestic Violence Project. Ms. Garcia Bigelow founded the Project in 2003 after having served six years at the Bronx District Attorney's Office in the Domestic Violence/ Sex Crimes Bureau, first as an Assistant District Attorney, then as Acting Supervisor of its 2221 Unit. Prior to founding the DVP, she served as Co-Director of Sanctuary for Families' Bronx Community Office. Ms. Garcia Bigelow's unique skills allows her to recognize obstacles from both a prosecutorial and civil vantage point so that she can effectively advocate for client concerns from a position of power among all stakeholders. These boundary spanning skills have led to Ms. Garcia Bigelow training lawyers nationally in the American Bar Association and as a Harvard Wasserstein Law Fellow where she educated and mentored first year law students on public interests careers.
Afua Afriye Fullwood, Esq.
Ms. Afriye Fullwood has worked with DVP since 2011 and brings over 30 years of experience as both a lawyer and social worker. She received her law degree from Cardozo School of Law (1984) and her MSW from Rutgers University (1976). Ms.Afriye Fullwood's extensive experience includes serving as a Child Support Magistrate in Bronx Family Court for twelve years, a Hearing Office for OATH and Small Claims Court Arbitrator, an Associate Attorney for HRA's Office of Legal Affairs, a Hearing Officer for OATH and Small Claims Court Arbitrator, and an attorney at Rodriquez and Fuentes PC. Curretly, at DVP MsFullwood runs several legal clinics throughout NYC, screening victims for financial abuse, legal issues and overall safety and stability.
Atossa Movahedi, Esq.
Director of Legal Services & Development
As the Director of Legal Services & Development,Atossa both oversees the legal team and heads development efforts of the project. Atossagraduated from New York Law School after earning her Master's degree in Foreign Affairs from American University in Washington, D.C. where her focus was in human rights and transnational crime/corruption. Her objective is to provide a voice for those who may not have the power or ability to be heard. Atossa currently litigates and family law matters in Family and Integrated Domestic Violence Courts and supervises the legal division. She has been a faculty presenter with the Public Law Institute and has also presented CLEs to Judges and Attorneys on DV & Disability, Ethics, Family Law and Representing Male-Identified Survivors. Her experience working with survivors comes not only from her experience at DVP but also from her experiences interning with NYC's Administration for Children's Services LegalDepartment and the Brooklyn District Attorney's Office, Crimes Against Children Bureau. She is fluent in Farsi.
Maria Martinez
Maria Martinez is DVP's Director of Client Services, bringing over 21 years of experience as a staunch leader and advocate in the movement against domestic violence. She believes that the potential for a survivor to succeed past the abuse is directly influenced by the collaborative strength found within the community of providers, and her tireless commitment for change is demonstrated through her engagement in trainings, conferences, and community events in NYC. Ms. Martinez has served as advisor to the Bronx Borough President's Office; thought leader in effective approaches for financial empowerment; on-site technical assistance trainer throughout NYC; participation and partnering with the Mayor's Office to Combat Domestic Violence; and leader on numerous large and small scale events to educate and raise awareness on the impact of domestic violence.
Joy Ziegeweid, Esq.
Supervising Immigration Attorney
As supervising immigration attorney, Joy oversees DVP's immigration team and serves as a resource for the project. Joy handles a diverse immigration caseload including asylum, U nonimmigrant status petitions, T nonimmigrant status petitions, Violence Against Women Act Self-petitions, Battered Spouse Waivers, Special Immigrant Juvenile Status petitions, and related matters. She believes immigrant survivors have incredible strength and courage and she is honored to help them achieve legal immigration status in the United States. Joy is active in local and national immigration advocacy and is a member of the American Immigration Lawyers Association. She is a graduate of Macalester College, the University of Michigan, and Columbia Law School, where she was named a Harlan Fiske Stone Scholar and served as an editor on the Columbia Human Rights Law Review. Joy is admitted to practice in New York State, the Eastern District of New York, and the Southern District of New York. Prior to joining DVP, Joy was a staff attorney and former Skadden fellow at Sanctuary for Families' Immigration Intervention Project. She is fluent in Russian.
Heather Lothrop, Esq.
Supervising Attorney
Heather graduated from American University Washington College of Law in 2014 and has been serving as a legal fellow with DVP since the fall. While in law school, Heather interned with the Sexual Assault Legal Institute in Maryland and was a student attorney in her law school's Domestic Violence Clinic. As part of the clinic, Heather spent a semester working in DC US Attorney's Office in their Sexual Offense Domestic Violence Unit. All of these experiences have given Heather the foundation for the works she does with DVP. Heather obtained her BA in English from Fordham University in 2007.
Linzy Scott
Law Graduate
Linzy is a law graduate working on immigration cases at DVP. Linzy graduated from the University of Texas School of Law in May 2021 where he took part in the immigration and civil rights clinics as a student. Prior to joining the Urban Justice Center, Linzy interned for nonprofit law organizations in Washington, D.C. and Austin, TX and worked on impact litigation against discriminatory practices in our justice system as well as the provision of general legal services to the local community.
Konstantin Dukhovnyy, Esq.
Konstantin graduated from St. John's University School of Law in 2019 and spent two years working for the New York City Administration for Children's Services, working primarily on child abuse and neglect cases in Kings County Family Court, where one of the primary cases he filed were domestic violence cases. His interest in family law and public advocacy began in the Child Advocacy Clinic in law school where he represented undocumented children in immigration and family court seeking Special Immigrant Juvenile Status, as well as representing children in neglect cases in Queens County Family Court. Today, Konstantin continues to advocate for those in need as part of the Domestic Violence Project. Konstantin also obtained his BA in Political Science and Psychology from Macaulay Honors College at CUNY, Baruch in 2016.
Chelsea Whipp, Esq.
Senior Staff Attorney
Ms. Whipp has served as an immigration researcher, advocate, law clerk and now lawyer in private and social justice firms. Currently at DVP, she represents victims of domestic violence on their immigration matters. Ms. Whipp attended Boston University Law School and is admitted to the bar in Massachusetts and New Hampshire.
Julissa Ayala
Senior Legal Advocate
Julissa is a legal advocate working on immigration cases at DVP. She graduated from Brooklyn College in 2013 with a degree in Sociology and has since dedicated three years to working with victims of domestic violence in NYC. Julissa is bi-lingual English/Spanish and has worked as both a Hotline counselor and a Hotline Program Coordinator.
Minerva Pallet
Minerva is DVP's Senior Legal Advocate Advocate. She graduated from Touro College with a Bachelor Degree in Human Service. She is bilingual English and Spanish. Minerva has dedicated several years working with victims and survivors of domestic, specializing in the field of housing.
Catalina Portillo, Esq.
Catalina is a graduate of Moldova State University and Fordham University School of Law, where she specialized in International Law and Justice. She also studied in France where she earned a Master Degree in Human Rights Law and a Master Degree in International Administration. Prior to becoming an immigration attorney in New York, Catalina practiced international and human rights law at the United Nations and various NGOs across Europe and the United States. Having lived and worked in different countries, Catalina has a keen understanding of the struggles immigrants might encounter on their path. Thus, she works zealously to offer dedicated legal assistance to every client. Catalina is admitted to practice in the State of New York and she is a member of the New York State Bar Association. In addition to English Catalina is fluent in French, Russian and Romanian.
Naomi Edwards, Esq.
Naomi graduated from Brooklyn Law School in 2019, and began working with the Urban Justice Center's Domestic Violence Project as a legal fellow in the fall of that year before beginning work as a full time staff attorney with DVP in January 2020. While in law school, Naomi interned with the New York Legal Assistance Group's Legal Health Project as well as their Disability Advocacy Project, representing clients at Social Security Appeals Hearings. Naomi was also a student attorney in two Brooklyn Law School clinics where she assisted and represented clients with unemployment benefits and asylum applications. Naomi also interned with the Legislative Division of the New York City Council in the summer of 2018. These experiences taught her the importance of advocating on behalf of those in need, and inform her work with DVP. Naomi obtained BA in Political Science with a minor in Geography from the Macaulay Honors College at CUNY, CSI in 2016.
Carla Miranda
Law Graduate, Pending Admission
Carla is a law graduate providing immigration legal assistance to survivors of intimate partner abuse. She recently graduated from New York University School of Law obtaining her Master of Laws "LL.M." in International Legal Studies. Carla focused her studies on Immigration and Asylum law and volunteered for immigration clinics while at NYU. Carla is an attorney admitted to practice law in Venezuela, and her admission to the NYS bar is pending. She is bilingual in Spanish and English.
Johana Ponce
Legal Advocate
Johanna is a legal advocate at DVP. She graduated in 2019 from Montclair State University with a Bachelor's degree in Child Advocacy and Policy Work. She is bilingual in English and Spanish. Prior to DVP Johanna spent time interning for a family court judge in Newark, NJ.
Elnaz Moghangard
Digital Media Consultant
As a Digital Media Consultant, Elnaz Moghangard assists DVP in building a strong social media presence that optimizes DVP's mission to share resources with survivors. She is a published author and digital content creator, who believes that storytelling can be harnessed as a powerful way to uplift individuals and inspire positive, social impact. Elnaz received her B.A. in International Relations with minors in Journalism and Business Law from the University of Miami in 2015 and her Juris Doctor from George Washington Law School in 2019. Previously, she has interned for the SafetyNet Team fighting against cyber-domestic violence at the National Network to End Domestic Violence (NNEDV) and currently volunteers with the Refugee Women's Network. She hopes to combine her enthusiasm for creative expression, media, and human rights to create a safer, more compassionate world.
Outreach & Training
Our Client Stories
LOOKING FOR LEGAL ASSISTANCE?
We proudly serve all survivors of domestic violence, regardless of their sexual orientation or gender identity or immigration status.
Legal Clinic Schedule
Contact Domestic Violence Project
We welcome your questions and comments
40 Rector St., 9th Floor
Intake line: 1-833-321-4387
Email: dvp@urbanjustice.org
YPP
Art@UJC
© 2021 Urban Justice Center | ALL RIGHTS RESERVED


Like so many of history's most popular and enduring dance styles, the tango's legacy stretches back from its current cachet as a sensuous, exotic ballroom dance to its origins in the immigrant African slums of Argentina. No one knows for certain where the tango really came from, but it's generally accepted that the word itself likely has African origins, and that it evolved from the free mixing of cultures and ethnicities in working class Buenos Aires in the mid-19th century. There, poor immigrants from Spain, Portugal, Italy, Poland, and Russia mixed and mingled with African slaves and shared their dance traditions with each other. Cuban and African musical styles and instruments were introduced, and an early style of the tango was born.
Arthur Murray, a Boston-based dance school, is part of the internationally renowned Arthur Murray Dance Studios system . The Boston franchise teaches hundreds of students each year with lessons in tango, rumba, salsa , ballroom, swing dance, cha-cha, and others. To schedule your complimentary first dance lesson, fill out our on-site contact form here.


Christmas is Right Around the Corner, Are You Ready?
Home/Chicago Portable Restroom, Event Porta Potty Rental, Porta Potty, Portable Restroom Rental, Private Event/Christmas is Right Around the Corner, Are You Ready?
The holidays are the busiest time of the year for many. With so much going on, it can be easy to forget some of the most important things on your Christmas to-do list. Many holiday event hosts too often forget the importance of having ample available restroom facilities. Do not make this mistake when you can so easily avoid it!
As the #1 portable restroom rental company in the Chicagoland area, we make it our business to offer the highest quality in portable restroom services year round. It is our personal mission to make sure that no residence is without restroom facilities this holiday season.
We offer a wide range of products to best meet the needs of each individual client. Our porta potties come in many different sizes including our standard, standard plus, deluxe, and platinum portable restrooms. We also offer the use of restroom trailers, which provide a very luxurious experience for its users.
Prime Portables also has wheelchair accessible models to best accommodate any guests you may have with special needs. Our ADA/WCA portable restrooms are perfect for such an occasion.
Prime Portables also offers pump out services, which can certainly make your life easier around the holidays. Let us take care of everything while you focus on enjoying time spent with your loved ones.
With Christmas only mere days away, you will want to hurry to reserve your portable restroom rental from Prime Portables. To contact us, please give us a call at 708-949-8077. Our friendly representatives gladly await your call, and they look forward to making your experience with Prime Portables as pleasant as possible. You may also wish to request a complimentary quote online. To do so, please click HERE.
Happy holidays from all of us here at Prime Portables!
By Brian Grosse| 2017-12-14T22:24:19+00:00	December 14th, 2017|Chicago Portable Restroom, Event Porta Potty Rental, Porta Potty, Portable Restroom Rental, Private Event|Comments Off on Christmas is Right Around the Corner, Are You Ready?


If you aren't a blogger you might not have heard of the MAD awards for Mum-And-Dad bloggers.
I don't like asking, but would you, my lovely readers, consider nominating me? I would say in this last year I've become a much better blogger, I understand more, and I'm starting to fit in and love this Blogging community.
When I started blogging a few years ago I was mainly hoping to win competitions as comping is a hobby of mine. I kept seeing lots of blogger only competitions and didn't want to miss out. I still enter these competitions, and occasionally I win things. What I mainly prattle on about write about these days would be charities, reviews and real life.
I think it's more of a give and take situation these days, where I used to be a selfish blogger. I've done some big things in the last year, skydiving for Matilda Mae, going to blogger events, joining in with team honk relay, a bit of campaigning, a few smiles and a bit too much crying. It's been a year and a half since my breakdown, and I think writing gives me a sense of purpose. I might be unemployable in "real life" but via my blog I can do something good. I can't even bring myself to volunteer at my little ones school – too many strangers, but on here, in writing I can say things, do things, change things. On this blog I matter.
PinkOddy, Trying my patients, Mum of three world, Evan Crittens, The boy and Me, Coombe Mill, Mummy Barrow, Making it up, Edspire and so many more.
Thank you so much my lovely, that's really kind of you.
TheBoyandMe recently wrote… 365 #07.
Your blog is one I've been admiring for years. I like the content, but I find the anonymity of it brilliant.
Thank you for the mention and you're doing really well.Best of luck with the Awards.
Pinkoddy recently wrote… Longer School Hours Shorter Holidays What a Relief.
Thank you PinkBlobby. You are all kinds of awesome. Luvs ya!
That is so kind of you. YOu have much to be proud of with your blog, young lady. It is growing, just as you are.
Mummy Barrow recently wrote… Silent Sunday — February 16th.
Your blog is great and so are you, I hope your blog gives you more reason to believe in yourself. Thank you for the lovely mention, much appreciated.
I love your blog and wouldn't be without it!!
Lauranne recently wrote… I'm turning into a Human Pizza.
Well aren't you a darling! Thanking you!
Wishing you the best of luck with the awards and thanks so much for posting.


text:
Djouls.com blog (2005-2006) »
ALO - Fly Between Falls
(CD) Brushfire Records, 2006-04-18
01. Spectrum
02. Wasting Time (Isla Vista Song)
03. Girl, I Wanna Lay You Down
04. Barbeque
05. Walls of Jericho
06. Pobrecito
07. Shapeshifter
08. The Gardender
09. Wating for Jaden
Links :
alomusic.com
myspace.com/alomusic
Press release :
For us, ALO is more than just a band and were more than just a group of great friends making music together ALO is our lifestyle.
With this simple aphorism, keyboardist/vocalist Zach Gill sums up the unique dynamic that defines ALO (Animal Liberation Orchestra). Born from a friendship nurtured during their days at the University of California Santa Barbara, the four-piece collective includes Steve Adams (bass/vocals), Dan Lebowitz (guitars/ percussion/vocals) and David Brogan (drums/vocals).
Part musical explorers, part pop songsmiths, all-around dynamic performers, ALO made waves in 2005 with their soulful California style and feel-good, danceable grooves, prompting influential Triple A radio station WXPN to call them an "Artist to Watch." Convinced that the band could be huge if they got in front of the right audience, college buddy Jack Johnson brought ALO on his successful summer tour and asked the band to sign to his own Brushfire Records so they could release a reworked version of Fly Between Falls, which the band put out independently last year. The CD will be out to all major retailers on April 18, 2006.
Zach, Dan and Steve have been playing together through various incarnations of different musical groups for years, forming the Animal Liberation Orchestra and the Free Range Horns with their college jazz band director on drums. Originally a nine-piece outfit, the band began drawing enormous attention in the Santa Barbara area with their rousing stage shows. When Zach, Dan and Steve returned to their hometown San Francisco, they stripped back down to a quartet, playing with a wide variety of different drummers. Finally, in 2002, the trio reunited with drummer David Brogan (with whom they had previously played in college) and the ultimate version of ALO was solidified.
ALO was quickly labeled the golden child of the West Coasts buzzing underground scene, never losing the garage band energy that makes every one of their shows an event rather than just a performance, laying soulful melodies and swirling improvisation over precision funk grooves night after night. The band skillfully weaves quirky California soul with shape-shifting explorations, introspective lyrics with sun-soaked funk, all infused with the uplifting vibe that ALOs ever growing legion of fans live for. Many genres have been thrown around to capture what the San Francisco Chronicle ultimately dubbed sex-music boogaloo. But in the end, ALOs sound is always changing. One thing that never changes, however, is the fact that this is a band composed of four top-notch musicians at the top of their game. Trained equally in the classics, jazz, pop and funk craftsmanship, ALOs music is a hybrid of the best of all worlds songs composed, refined and performed by multi-talented artists with a passion for quality musicianship and creativity in all they do.
Dan concurs, All four of us share a real interest in continually learning about music new styles, new ways of playing, new ways of engaging an audience and thats something that we never want to stop.
And, indeed, engaging the audience is what ALO is all about. Each of the band members can list many favorite live moments in which the group and their fans have bonded in concert. From their show at San Franciscos famed Independent club, where they broke the venues all-time sales record and then proceeded to whip the crowd into a climactic disco frenzy with their take on ABBAs Dancing Queen to their New Years Eve 2005 celebration, a three-night, sold-out run in Santa Barbara that culminated in the Divine Ball, an event co-created by the band and its community of fans.
At an ALO show, we want to create a happy, uplifting environment a safe place for the audience to feel free to be themselves, says Zach.
ALO has been able to bring those good vibes to huge audiences, thanks to constant touring and major festival runs, and will have an ever wider reach with the release of Fly Between Falls, which is being distributed through Universal. The album includes reworked versions of two of the most popular tracks, Girl, I Wanna Lay You Down and Barbeque and a brand new track, Walls of Jericho, with David on vocals.
The thing that is special about Fly Between Falls is that it is kind of an exercise in reinventing the band, using both old and new material as the building blocks, said David. Its a very forward-looking album its both a history of where ALO has been, as well as a launching pad to where the band is going from here. Steve echoes this sentiment: ALO is an ever-evolving group.
The album, which has also been resequenced, now leads in with the playful music and self-reflection of Spectrum followed by an irresistibly catchy tribute to their college town, Wasting Time (Isla Vista Song). Jack Johnson joins in on back up vocals on a smooth, sultry number, Girl, I Wanna Lay You Down, followed by the feel-good summer swagger of Barbeque. Other highlights include the Latin-tinged Pobrecito and Waiting for Jaden, the epic narrative of the birth of Zachs daughter and a crowd favorite. Fly Between Falls is a complete musical journey that combines the finest elements of this talented groups myriad of influences and fuses them into the unique blend that defines ALO.
All four members agree that Fly Between Falls is a new beginning an album about hopes and dreams. David is quick to note: Each song improves every time we play it as a result of the input all four of us bring to the musical table. Even though we all have our own music tastes, we are truly in synch with each other and support each others creative ideas.
Perhaps Dan sums up the collectives credo best: We care about each other as much as about what we are creating. If we werent making music together, Im sure wed all be doing something else together. Fortunately for the world, the four members of ALO are making music together and it continually promises to be like nothing youve ever heard before.
Published on: 18 April 2006 · 13:14 · by Djouls
Garage A Trois - If 6 Was 9 (Live video)
Garage A Trois - Videos Live at The Independant - San Francisco, CA2005-08-10/11 Tracklisting : 01. Outremer 02. Etienne 03. If 6 Was 9 | Go watch video...
The Disco Biscuits - The Wind At Four To Fly
The Disco Biscuits - The Wind At Four To Fly (CD) Sci Fidelity Records, 2006-04-18 Tracklisting : DISC ONE 01. World is Spinning 02. Voices Insane 03....


© 2015, Taylor & Francis. This conceptual article explores the role of temporal dynamics in the study of expatriate adjustment. We introduce the dimensions and the domains of adjustment and discuss the dynamics between them, as well as the dynamics between antecedents, state and consequences of adjustment. Issues such as the role of time lags, duration and rate of change as well as reciprocal causation are discussed. We address the consequences of these issues for theory building in the area of expatriate adjustment and the implications for methodological choices. We conclude with specific recommendations for the future research of expatriate adjustment that recognise the nature of adjustment as a process evolving over time and that we hope will enhance the rigour and relevance of this area of research.


The 13th is located in Sweetwater County and includes Green River, Purple Sage, Clearview Acres and portions of Rock Springs. He has served as the Senate Minority Caucus Chairman since 2013. Prior to his service in the Senate, he served one term in the Wyoming House of Representatives from 2004 through 2006.
John M. Hastert, American state legislator. Member Sweetwater County Child Development Center Board; Member of Knights of Columbus.
Hastert, John M. was born on November 20, 1958 in Euclid, Ohio, United States.
Attended, Denver Automotive & Diesel College. Attended, Western Wyoming Community College.
Member Sweetwater County Child Development Center Board. Member of Knights of Columbus.
Married Lori Hastert. Married Lori Hastert.


text:
Data Google Play
⚽ Fußball
⚽ Fußball 🏏 Cricket 🏉 Rugby Union 🏈 American Football 🎾 Tennis 🎱 Snooker ⚾ Baseball 🏒 Eishockey 🏀 Basketball 🏉 Rugby League 🏉 Australian Rules 👋 Handball ⚽ Futsal 🏐 Volleyball 🏓 Tischtennis 🏸 Badminton 🎮 E-Sports
Acassuso
Argentinien - Primera B Metropolitana 258 Argentinien - Pokalwettbewerb 4
Related Teams
Acassuso - Reserve Acassuso U20
Matches Kalender Resultate Kader
Argentinien - Pokalwettbewerb 02/04 17:00 6 Sportivo Barracas vs Acassuso - View
Argentinien - Primera B Metropolitana 11/21 20:00 7 [7] Los Andes v Acassuso [4] L 6-5
Argentinien - Primera B Metropolitana 11/06 18:35 17 [17] Fenix v Acassuso [4] W 0-5
Argentinien - Primera B Metropolitana 10/30 18:05 16 [3] Acassuso v CA Colegiales [1] D 1-1
Argentinien - Primera B Metropolitana 10/23 16:00 15 [6] Los Andes v Acassuso [4] W 0-1
Argentinien - Primera B Metropolitana 10/16 18:00 14 [7] Acassuso v Argentino Quilmes [13] W 1-0
Argentinien - Primera B Metropolitana 10/09 16:05 13 [3] JJ Urquiza v Acassuso [7] D 1-1
Argentinien - Primera B Metropolitana 10/02 18:00 12 [5] Acassuso v Sacachispas [4] D 1-1
Argentinien - Primera B Metropolitana 09/18 18:00 10 [5] Canuelas FC v Acassuso [3] D 0-0
Argentinien - Primera B Metropolitana 09/13 18:00 9 [7] Acassuso v CSD Flandria [1] W 2-1
Argentinien - Primera B Metropolitana 09/10 18:00 9 Acassuso v CSD Flandria - PPT.
Argentinien - Primera B Metropolitana 09/04 18:00 8 [17] Deportivo Merlo v Acassuso [7] W 0-1
Argentinien - Primera B Metropolitana 08/28 18:00 7 [10] Acassuso v CA San Miguel [15] W 4-1
Spiele 33 16 17
Wins 12 7 5
Draws 13 6 7
Losses 8 3 5
Goals for 39 22 17
Goals against 30 15 15
Clean sheets 11 5 6
Wikipedia - Club Atlético Acassuso
Club Atlético Acassuso is an Argentine sports club headquartered in San Isidro, Buenos Aires. The club is mostly known for its football team, which currently plays in Primera B, the regionalised third division of the Argentine football league system.
Acassuso has its own stadium in the Boulogne Sur Mer district, the club plays its home venues at Sportivo Italiano stadium.
The club was established as "Villa Acassuso Football Club" on September 7, 1922, by a group of football enthusiasts from Villa Acassuso in San Isidro Partido. At the end of 1923 the team began to participate in the third division of Asociación Amateurs de Football (a dissident league formed in 1919), winning the title and promoting to the upper division that same year.
In 1923 the club also built its first field because of a donation by Don Ernesto de las Carreras. The field was located on Márquez Avenue and Haedo in San Isidro and was inaugurated on November 4. Two years later the club changed its name to "Club Atlético Acassuso". The name also honored Domingo de Acassuso, founder of San Isidro partido.
Acassuso obtained a place in the official Argentine Football Association league because many of the major clubs had left to form a breakaway professional league, Liga Argentina de Football. Therefore, Acassuso played in the first division, although the squad finished in the last positions before the league was disbanded in 1934. That participation was its only spell in the top division.
Playing at the third division, Acassuso won another title in 1937, therefore promoting to Primera B Metropolitana. In 1946 the team was near to promote to the top level, Primera División, but lost to Argentinos Juniors which finally achieved promotion to the first division.
In 1946 the team was relegated and its field was expropriated by the Municipality. Soon after the club got a land on De las Carreras Avenue and Camino de la Legua and established there. Nevertheless, that new land would be also expropriated. In 1977 the Municipality of San Isidro gave the club a land on Santa Rita street to build a new stadium. It was opened in 1983 under the name "Estadio La Quema".
In 2007 the club was promoted to Primera B after winning both the Apertura 2006 and Clausura 2007 of Primera C.


PacNW-OSA FC will offer to its best players in the NPSL and WPSL two scholarships to attend the prestigious Soccer Business School (SBS) in Florence, Italy, a unique experience where student-athletes can integrate a top Master's Degree with a major soccer program, specifically designed for graduate student-athletes.
Studying at SBS gives participants the opportunity to train and play in a professional soccer academy in Italy and be surrounded by some of the world's top Italian coaches and managers to showcase their playing abilities, and potentially sign a professional contract in Europe.
The coaching staff will be led by Antonio Cincotta, head coach of AC Fiorentina women's program, the 2017 Serie A champion. The other coaches will be selected by Renzo Ulivieri, President of AIAC and the Chief of the Coverciano School. Ulivieri and his staff will also teach the coaching classes so the students/athletes can be taught by the same professors of the top Italian coaches (Conte, Giampaolo, Sarri as examples).
The students/athletes will be able to live a great life experience in one of the most beautiful city in the world, play soccer at the highest level and study in one of the best tactical school of soccer in the world.
Most likely the best women players will be able to sign a contract with Serie A Team like Fiorentina or Juventus. On the men's side, the players may be able to sign contract with a third or fourth division Italian team or in other European leagues.
At the same time, our students will get a valuable Master's Degree and experience the Italian culture. Entering the country with a student visa will facilitate the transfer to a work permit to sign a professional contract.