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The High Tide Club
The High Tide Club
Mary Kay Andrews | 2019 | Romance
7
7.0 (1 Ratings)
Book Rating
Josephine Bettendorf Warrick is 99 years old. She has terminal cancer and any day could be her last. She asks for the help of Brooke Trappnell an attorney in town to help settle her affairs. Brooke is aware that Ms. Warrick has attorneys and lives on an island off the coast of Georgia. Why she needs Brooke's help is unclear. Brooke's grandmother was an old friend of Josephine's and they lost touch over the years. Josephine would like to make amends to her friends and leave them a part of the island so that the state will not get a hold of it, for that she needs Brooke's help. Josephine, Ruth, Millie, and Varina were The High Tide Club. Before she dies she wants to see in person her friends or their relatives. Will Josephine be able to accomplish everything she needs to before her death?

Thank you to NetGalley, and St. Martin's Press for the opportunity to read and review this book.

It has been a while since I have read one of Ms. Andrew's books. This book was good. It held my attention and kept me intrigued throughout.

Can you imagine living on an island in a palatial estate? Cut off from most of the world by the ocean. Sounds like a dream come true to me.

The story switches time from present day to 1941 when The High Tide Club was formed. There are many secrets that these friends shared and kept from one another. The four friends lost touch after the war except for Josephine and Varina, although their relationship has strained over the past few years.

Brooke herself is the granddaughter of Millie which is why Josephine chose her for the job in the first place. Brooke finds out things about her family she didn't know about and is successful at bringing together the ancestors of her friends. But the state wants the land and Josephine's distant relatives want to give it up to them. Discoveries are made and secrets are uncovered in this book.
  
Classic, awesome, brilliant RPG system
Where can I start with 2nd Edition....

For about 10-15 years, 2nd edition D&D was THE game for role playing. For many thousands of people, it is still THE game for role playing.

Dont get me wrong, there are some elements which can seem counter-intuitive; the best armour class is a negative value (so, a normal person standing in normal clothes is AC 10. A fully plate-armoured knight, with a shield, is AC1, but may be 0 or a negative value). But, when you look at the wider picture, it starts to make sense - the main attack measure is THAC0 (To Hit Armour Class 0) and starts at 20, and drops at a varying rate depending on the class. So a level 1 fighter would need to roll a 10 to hit the person mentioned earlier (AC10). To hit the knight, at AC1, the fighter would need to roll a 19.

2nd Ed, for me, is the last D&D which doesnt have a computer game feel. The Proficiency system, which is optional, is one of my favourite bits - it acknowledges that people (even heroes) aren't going to be skilled at everything, and even something mundane like reading would not be necessarily be a common skill.

The plethora of resources available for 2nd Ed is amazing; from the jungles of Chult, to the sprawling Sword Coast, to the stars with Spelljammer, to a homebrew campaign - all you need are three books; the Players Handbook, the DM guide, and the Monstrous Manual, and even that is optional. It is totally possible to play an absence-of-magic settling, and have all players and enemies being humans, or all dwarves, or anything else.

I have heard people say that the latest edition (5th) is all the best bits from 2nd, 3.5, and 4th, but from what I have seen, it might shine a candle to 2nd ed, but it will not claim the crown.
  
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