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An asthma inhaler is a modern treatment and disease control tool. Inhalation therapy has been used to treat diseases of the bronchopulmonary system since ancient times. With the development of medical knowledge and technical capabilities, inhalers for asthma are improved and become more accessible to patients of any age.
Asthma is characterized by the occurrence of respiratory distress of varying severity, which arises due to edema and spasm of the bronchi. Damage of the respiratory system is caused by the action of a pathological agent on the walls of the bronchi and their hyperreactivity, which are provoked by a combination of internal characteristics of the body and the influence of external factors.
In the absence of timely assistance, the manifestations of an attack can increase with increased shortness of breath and the appearance of severe respiratory failure.
This disease significantly affects the quality of life of patients, and a severe attack of suffocation can lead to death. Therefore, control of the disease should be sufficient and independently carried out by the patient.
Wide selection of inhalers online
For step therapy, various drugs are used that have an effect on the links of the pathogenesis of the disease. Inhalers for the treatment of bronchial asthma are the main and effective way to deliver active substances to the lungs. A wide selection of inhalers online allows you to carry out therapeutic measures in any convenient place.
The basis of therapy for asthma is the need to achieve two goals - this is the control of the disease and the rapid relief of an asthma attack. Therefore, two groups of inhalers online are used: for basic (supportive) therapy and for emergency care for an attack.
Basic products are used constantly and daily. They help relieve inflammation and prevent the occurrence of an asthma attack.
Inhalation drugs - drugs used to treat bronchial asthma. But besides this, they are used to treat respiratory diseases associated with the formation of edema, inflammation, and an attack of suffocation. With the topical application of hormonal substances through an inhaler, a nebulizer, the active components are maximally localized in pathological places. Due to this, the therapeutic effect increases, the likelihood of developing adverse effects from the gastrointestinal tract, nervous, the circulatory system decreases.
Features of the action of inhaled drugs
Drugs are considered the most effective means to prevent attacks of bronchial asthma, conducting maintenance therapy. Medications are also used to relieve acute symptoms since the therapeutic effect is achieved quickly.
Inhaled drugs have a pronounced anti-inflammatory, decongestant property. With prolonged use, hyperactivity of the respiratory tract decreases, the body's resistance to the effects of provoking factors increases. Drugs are prescribed for moderate to severe bronchial asthma.
The active components of inhalers online are:
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fluticasone, and others.
Asthma is a chronic inflammatory disease of the respiratory tract. In cases of predisposition this inflammation causes recurring cough, stertor, the feeling of pressure in the chest, difficulty breathing. The inflammation makes the respiratory tract sensitive to allergens, chemical irritants, tobacco smoke, cold air and physical exercise. These irritants cause swelling and respiratory tract spasm, increased quantities of mucous are produced and the respiratory tract becomes hypersensitive to external affections. If the condition is adequately treated then the inflammation may decrease for a long period of time as well as frequency of symptom appearance decreases, concomitant symptoms of bronchial asthma may also disappear.
By severity of the disease 4 forms of asthma are distinguished:
The disease most frequently proceeds in classical form as suffocation episodes followed by remission periods.
Bronchial asthma treatment depends on the period of the disease. During the acute episodes it is necessary to inhibit it as soon as possible with broncho-spasmolytic drugs, which may belong to different groups: stimulators of adrenergic receptors, theophylline, methylxanthines.
During the remission period of bronchial asthma specific immunotherapy(hyposensibilization) may be performed. A very important part of the therapy consists in exercise, rational nutrition, daily regimen which will include long periods of time in contact with fresh air.
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Nearly 300 million people were affected worldwide and about 20 million of people suffer in USA suffer from asthma. In 2009 asthma caused 250,000 deaths globally. Asthma affects people of all ages, but it most often starts during childhood. In the United States, more than 22 million people are known to have asthma. Nearly 6 million of these people are children.
Asthma is a long-term disease that can't be cured. Asthma medicines can be either inhaled, using a metered dose inhaler, dry powder inhaler, or a nebulizer, or taken orally, either in pill or liquid form. Medications can also be given by injection. An inhaler allows the medicine to go directly to your lungs where it is needed most.
What is Albuterol / Ventolin Inhaler
Due to the fact that there is no cure for asthma and other associated lung diseases, you will always find that most of the methods have been initiated to help in controlling these conditions. Generic albuterol inhaler is one of these methods that in most cases will help you in controlling your asthma conditions.Genetic albuterol inhaler is always prescribed to help you in managing the asthma conditions in your body especially exercise induced asthmas conditions. Apart from asthma, this prescription can also help you to deal with other lung associated diseases. Due to the fact that the old typesof genetic albuterol inhale were a threat to both the users and environment, you will never get them in the current market.This is because they always contain some chlorofluorocarbons which are always a threat to your health and also poses some danger to the atmosphere.
When looking for the current generic albuterol inhale, in most cases you will get them inform of Proair HFA, Proventil HFA, or Ventolin HFA. You should always make sure that you do not confuse these kinds of medicine with others sharing the same prefix. It is estimated that the next new batch or version of generic albuterol inhaler it will be in the market by 2014. It is expected that the ventolin HFA version to expire by the year 2015 by October to be more precise. If you need to get some benefit of this kind of medicine, this is the right time for you to have the medicine.
Ventolin Inhalers is the preferred medicines for long-term control of asthma. Ventolin Inhaler i.e. Albuterol is belongs to a class of medications called bronchodilators or beta-agonists (helps easier breathing by telling the muscles of the airways to relax, widening the airways). VENTOLIN HFA (albuterol sulfate inhalation aerosol) is indicated for the treatment or prevention of bronchospasm with reversible obstructive airway disease and prevention of exercise-induced bronchospasm. It works very quickly to relieve asthma attacks, wheezing, chest tightness or shortness of breath. Ventolin hfa inhalers works by relaxing the muscles in the walls of the small airways in the lungs. This helps to open up the airways and make breathing easier. They're the most effective option for long-term relief of the inflammation and swelling that makes your airways sensitive to certain inhaled substances. Albuterol (over the counter asthma drug) is also used to prevent the symptoms of exercise-induced asthma.
Care should always be taken especially when you are using generic albuterol inhale. This is because it may result to other body complications if you use the medicine wrongly. Therefore it is important to always follow the prescriptions given by your health care provider especially if good results and fast healing is your targets.
This medicine should always be used for the right purpose and by the right person. It is always good to put it always from the reach of children and a safe place when not in use. Still when you are using it, it is also good and advisable to put away from fire. This is because it may explode thus causing some other unplanned inconveniences.
Generic albuterol inhale: cost and affordability
Though the new generic albuterol inhales always much more effective on how they deal with lung related condition, you will always find them to be a bit more expensive than the old versions. This should not worry you because having them, you are always guaranteed that you will be able to deal with all lung related infections which are life-threatening conditions. The other alternative that you can always use is the various programs which are usually available in most of health facilities. There are various sources that you can always get this medicine ranging from the local pharmaceuticals to the international source but considering an online source is always good for you. This is because it is always a reliable and an easier way to purchase generic albuterol inhale. Online method is also good for you because it always saves your time and cost for the medicine.
Generic albuterol inhale dosage
When treating asthma, it usually advisable you start with one to two sprays especially for the exercises related asthmas. Before you start exercising, it is recommended that you take about two sprays about 15-30 minutes before. In most cases when there are no changes with the use of this prescription, it is always good that you seek for a health provider intervention so that you can get another kind of medication. In order to prevent some of the shortcoming associated to asthma, it is always good that you carry your generic albuterol inhale with you in order to use when there is an emergency.
How to Use a Metered Dose Inhaler / Ventolin Inhaler
In most cases when using generic albuterol inhale, it is always advisable that you spry about once or twice especially before you start your exercises. This helps in preventing asthma that is induced by exercises related activities. It is usually recommended that you do it about 15-30 minutes before the actual time for your exercises. If the condition arises during the exercises and it happens that it is worse than usual, you are supposed to seek for a physician help since it may put your life at risk.
When starting your generic albuterol inhale medication, in most cases you will find that your health provider has to consider some factors before prescribing you with any medicine of this kind. One of the condition is what you are intending to do with the medicine. Is it preventing or treating asthma? He or she also considers whether you have other diseases affecting you and if there are no diseases, what is your asthmatic severity. This helps you in getting the proper dose that will work on your condition in the right way without altering your body functionality.Apart from this consideration, it is always important to always inform your physician about other medicine that you are also taking before you begin using generic albuterol inhale. This help in knowing the amount you are supposed to take. It also important for interaction purposes due to the fact that other medications may affect how your new medicine works in your body asthmatic condition.
After you receive your asthma prescriptions, it is always good to remember to carry it with you to wherever you are going. This is because the condition may arise at any point especially when you are not prepared for it. This can be serious especially if the asthma is allergic to atmospheric changes. In cases when you do not see any changes with the use of generic albuterol on your health, it is always important to seek for a medical intervention immediately. This is because the condition may put your life at risk especially if it is the first time to be affected by the asthma.
How you intend to use the medicine as mentioned earlier is important. This is because some people always use generic albuterol for preventing asthma attack while others use it to manage the condition. It is therefore important to always test the medication before you start using it. This helps you to be aware that the prescription is really working in order to prevent some inconveniences when the condition arises.When inhaling, it is important you always shake the medicine well and also to wait for about a minute before you use it. Learning these simple but important tips for using your generic albuterol inhale helps in avoiding difficulties and other shorting comings that accompany the use of this medicine.
Remember also that this medicine should always be used in your lungs but not just spraying at the back of your throat as many do. You should also not swallow the medicine. In order to avoid all these short comings, it is always advisable when using it to always breathe in. apart from this technique, most health care professionals always tells people with this condition to always place the inhale about one to two inches always from their mouth. This helps you in preventing direct swallowing the medicine. For more information on how to use generic albuterol inhale, you should always make sure that you contact your health provider for more directions.
In most cases your generic albuterol inhale contains about 200 sprays. It is always good to track how you are using it in order to replace it when need arises. Unlikethe older versions of this medicine which was hard to track their uses, the new version especially the Ventolin HFA has an automatic counter that help you in put track of your medicine use. In most cases, it is always good to be around other people so that in case of emergency you can always get help from them. If you have problems in using your generic albuterol inhale in the right ways, a professional interventions is always recommended for you.


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One Soldier's Progress Against Traumatic Brain Injury
One of the guests in the congressional gallery at last week's State of the Union address was Roxana Delgado, an advocate for soldiers returning home with traumatic brain injuries. Her husband, an army sergeant who NPR profiled in June, 2010, had been dramatically affected by the concussion he received from a roadside blast in Iraq.
The story, reported and produced with ProPublica, detailed Victor Medina's inability to read, speak and think. Prior to his injury, he was in charge of 45 to 60 other soldiers in Iraq.
But as a result of the reports by NPR and ProPublica, a member of congress investigated treatment of soldiers at Fort Bliss and last spring, Medina became one of the first patients at the National Intrepid Center of Excellence (NICOE), the military's $65 million, state-of-the-art treatment center for brain-injured soldiers. During his three weeks at the Bethesda, Md., center, he received more than 100 hours of personalized treatment from neurologists, psychologists, physical therapists and others at the center, a NICOE spokesman says. He also had access to some of the center's virtual reality equipment, which is used to simulate ordinary civilian activities like crossing the street and driving a car.
His recovery has progressed rapidly ever since, both he and his wife, say.
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In an interview with NPR and ProPublica prior to the speech, Delgado said the invitation was "very empowering because it tells me that leadership and people in Congress are paying attention to traumatic brain injuries."
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Chris Capuano (4-7, 4.41) vs. Mike Leake (11-6, 3.51).
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Thank You for Arguing, Fourth Edition (Revised and Updated)
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Monday, August 3, 2009
I'm Curious
So, here's the question: were there any truly excellent modules published by TSR between 1989 and 1997 (or between 1998 and 2000 by WotC)? I ask because, on some levels, what's particularly memorable about the 1e era are not its rules, but the modules published under its rubric. This is in sharp contrast to 2e, which, so far as I can tell, produced no universally lauded adventures. If I'm wrong in this belief, I'd like to know the 2e modules that deserve a place in the pantheon of great AD&D modules.
67 comments:
Most of my early D&D gaming was done with the 2e rules. As far as prebuilt adventures went, I spent most of my time adapting old copies of modules written for 1st edition.ReplyDelete
As I remember, the adventures that I recall fondly that were constructed specifically for 2nd edition all came out of Dungeon Magazine - I found quite a few good ideas and seeds of ideas in there. The only purpose-built 2e adventure I ever purchased we never ended up playing through.
I have a great fondness for the Ruins of Undermountain boxed set which I think is technically considered an adventure, although it might be more accurately described to be a mini-campaign setting. I don't know if you could call it a classic adventure. Part of what I liked about it was it had three huge poster maps of the upper levels of the dungeons, and while the areas around the most commonly used entrances to the first level were keyed, most of the maps were left to be filled by the DM. The booklets gave you some information about what sort of stuff was going on in each level, and there were handy cards with traps and dungeon dressing to be used as needed.ReplyDelete
In short, while the actual adventure hooks included were pretty lacking and there was an awful lot of work left up to the DM to do, it was precisely for those reasons that I loved the Ruins of Undermountain - I have always had a ready imagination and devising inhabitants of the dark was no challenge, but making such cool maps was beyond my skills as a 12 year old.
I Skipped 2e almost completely. But a few years ago I read 'Reverse Dungeon' and I must say that this 'Play as a Monster' adventure was great!ReplyDelete
Never played it though.
Carl beat me to it, so I'll second Undermountain. It was my introduction to the megadungeon concept long before I knew what a megadungeon was.ReplyDelete
As far as proper modules go, none come to mind. I think one reason for this is, again, the settings, which generally came loaded with enough hooks and meaty material that coming up with our own adventures was a sinch. I think another element might be the fact that since modules were much more story-driven, they were tougher to drop into an ongoing campaign.
Then there were examples of TSR screwing around with the module format to its ultimate detriment. One example that springs to mind are those awful Dark Sun flip-book adventures.
As Jonathon said, the best adventures for 2nd edition were in Dungeon Magazine. I have fond memories of a number of them, including:ReplyDelete
"Huddle Farm" (#12), a lighthearted mystery featuring halfling farmers
"Vesicant" (#16), featuring a full pirate town and dragon lair
"Tallow's Deep" (#18), a trap-filled goblin mine
"House of Cards" (#19), featuring a thieves' guild with the cards from the deck of many things built into the doors of its inner chambers
"The School of Nekros" (#27), a school of necromancy hidden beneath a graveyard
Probably other people will remember other adventures, though, which supports the idea that adventures aren't what's memorable about 2e.
The volume of adventures in Dungeon Mazagine during the 2e era was much higher than 1st edition modules, right? So there's going to be less common ground. Different folks will remember different adventures, with less overlap due to the larger pool to draw from. Also, you had to be picking up the magazine regularly to get these adventures. They weren't sold separately as modules. Modules really weren't a core part of the business model for 2nd edition, were they? Settings were. And people remember the settings.
- AnonymousAugust 3, 2009 at 2:04 PM
I echo everything Carl said for the same reasons, if a setting-tied boxed set counts as an adventure.ReplyDelete
Well, except that I was a bit older than 12 when I used it. :)
The best stuff appeared in Dungeon. Why, I haveno idea.ReplyDelete
- AnonymousAugust 3, 2009 at 2:06 PM
For all it's faults: Night Below was an excellent boxed set. It had everything you needed:ReplyDelete
*damsel in distress
*over arching plot line
*dozens of different bad guys
*cities packed with evil denziens
*new races to discover and RP with
*magic items aplenty
*dragons, derros, and grell oh my!
*Threat of WORLD DOMINATION!
Sure the middle was kind of filler but a good DM can rip out all that cruft and make it work. I spent a 2 yr campaign on it in 3.x and my players loved it as they were combat junkies and the story was fantastic.
Another was the Bloodstone Wars series:
who's later versions were converted to FR stuff. Big epic battles that seemed like a good mix of skirmishes to wars. Who doesn't love a big battle with thousands of soldiers in it?
Amen. It was a golden age for Dungeon Magazine - I've long since lost track of the actual books, but I still have those mags.ReplyDelete
Beyond that, I know that there was a certain amount of love for some of the Planescape adventures (Great Modron March, Dead Gods & Faction War) but I admit they did not do much for me despite my deep love of the setting.
-Rob D.
I had a lot of fun playing in Dead Gods, Faction War and the adventures in the Hellbound boxed set.ReplyDelete
IMO, The Shattered Circle (TSR 11325, from 1998) is quite good. My 1e group is currently exploring it and having fun.ReplyDelete
It has a lot of elements that remind me of ~1980 era releases: Ease of dropping this almost anywhere in a campaign, a fairly open dungeon layout, some good traps, player (not character) puzzles, enigmas, potentially unbalanced encounters, places that strongly promote DM improvisation, and plenty of opportunities for the party to make choices between fighting, communication, or something else entirely.
It has a backstory, and although it supports a rather standard altruistic way for the PCs to interact with that backstory, it by no means forces the party to do the altruistic thing.
Though for optimum 1e-style play, it requires a little tweaking. I'm replacing many of the magic items with monetary treasures because I want a more typical 1e magic/treasure level. I'm making the conventional traps (pits and such) work the usual 1e way, which is more deadly than the module recommends. (The module makes them softer than even the 2e standard!) I'm also *not* using the xp values that the module lists for the creatures because they're the (relative to 1e) inflated 2e values.
I can't think of a single one. I remember playing The Night Below years ago and having a great time with it. It's the only one I could think of that ever really did anything for me. The problem is, I picked it up about a year ago at a junk sale for a couple dollars, and wasn't left with the impression it was very well written. The maps and handouts are great, but the story uses a fair amount of railroading and the "payoff" at the end heavily relies on the insane amount of treasure dished out throughout the thing. So, as written it was horrible, but like any other module, with a good GM you can draw the blood from the stone.ReplyDelete
I agree with those who said the best 2E adventures were in Dungeon. I have find memories of quite a few, though it's been years and I can't think of their names, now.ReplyDelete
The best 2nd edition modules came out of Dungeon Magazine. Most of them have been listed above, so I'm not going to repeat them.ReplyDelete
There were a couple of decent modules purpose published, though. I'd recommend "Castles Forlorn" which came out of the Ravenloft setting but I can definately see redone as a 1ed adventure without too much trouble. There's a lot of wierdness in that adventure that'll have curious players picking and poking at the thing rather than lowering their shoulders and trying to bull their way through.
A couple of the other Ravenloft modules weren't terrible, though they could get a little hokey.
"Temple, Tomb, Tower" wasn't too bad, as long as you stick to the first third of the thing and give the rest a miss.
"Shattered Circle" is good, though definately not to my tastes.
There were a couple others out there, but they escape me at the moment.
We can't go by this without giving real honorable mention to the Planescape modules which, the setting creators finally let out at some point a while ago, were intended to be run all simultaneously. I tried it and it's very difficult to even think of doing it that way and requires real devotion and attention to detail on ALL parts, but it's definately rewarding.
One of the big challenges TSR claims they created for themselves during the 2e era was the splintering of their market with all their (admittedly exceptional) settings. In the 1e era, almost everyone played the same modules, and it wasn't difficult to drop them into nearly any campaign, but that's mostly because Tekumel recieved almost no support from TSR. If you were playing Greyhawk or FRealms or Blackmoor or even City-states, there was nothing keeping you from dropping White Plume Mountain or the Eyrie of the Slavelords into your campaign. Things are a bit more difficult if you're trying to fit a Spacejammer adventure into Al-Qadim or a Ravenloft module into Dark Sun. I think this went pretty far towards preventing the sort of universal experiences the 1e folks had.ReplyDelete
Plus, again, as others have pointed out, there was the veritable flood of adventures put out through Dungeon magazine. It's possible to contain all the modules TSR published during the 1e era on a single bookshelf. Not so for 2e. The volume of stuff put out simply prevents that same sort of universal experience shared by the players of older editions.
Ruins of Undermountain, the 2nd Edition MEGA-dungeon.ReplyDelete
Our group barely scratched the surface and it kicked off the greatest campaign we had to date.
The only thing I really liked about 2e (which I never actually played) was that it showed D&D could evolve. The fact that it was evolving in directions I wouldn't have taken it doesn't really bother me -- 3e swung the pendulum back, and 4e still farther.ReplyDelete
(That's right, I'm actually a 4e fan. I read this site because it's interesting and there is plenty to learn from it.)
This comment has been removed by the author.ReplyDelete
Ditto the comments about Dungeon magazine. I've said it time and again, but the late 1e through 2e era was the heyday of the magazine (Piazo's exceptional handling of it during the 3e era nonwithstanding).ReplyDelete
One of my favorite 2e campaigns (as a player) was a giant Karameikos sandbox game, where the DM had an almost-complete (at that time) Dungeon collection, and could run something for wherever the party decided to go, on the fly.
James, I'd urge you to seek out some Dungeon back issues. Even the not-so-hot issues have at least one gem.
Off the top of my head other great Dungeon adventures include NBod' Room (51), Mud Sorceror Tomb (37)and pretty much all the Steve Kurtz adventures, especially the Sea of Sorrows (36) even if you don't care for Spelljammer (and clearly many don't) IMO it is just a finely crafted adventure.ReplyDelete
IMO Return to the Tomb of Horrors is a respectful and respectable sequel, ambitiously expanding the adventure in a new direction without crapping on the original (dunno if others disagree).
An adventure I get a lot of use out of is (IMO) the massively unsung Crypt of Lyzandred the Mad, largely ignored as a late WOTC era 2nd edition Greyhawk adventure. I don't know/care how faithful or not the Greyhawk Lore is, or care for the (albiet sketchy) premise for the adventure, I just love the fact it is 50 empty rooms for the DM to fill from the 100 supplied in the module, the first 50 are puzzle/riddle rooms and the 2nd 50 are traps or combat challenges (usualy with an unusual twist) including traps paying homage to the Tomb of Horrors and The Ghost Tower of Inverness. I plunder the puzzle rooms extensively for my own campaign dungeon.
"Dead Gods" - even if you weren't so big into Planescape it was good fun with a meaty bad guy.ReplyDelete
I loved Planescape have it all on a shelf across the room. I ran very few of the formal adventures in the end though.
I have to support the Dungeon magazine boosters; the adventures were looted for maps, stats, ideas - the only thing I found was I could get enough use out of one to last me longer than a month (not ideal from the publishers point of view)...
"I remember playing The Night Below years ago and having a great time with it... The problem is, I picked it up about a year ago at a junk sale for a couple dollars, and wasn't left with the impression it was very well written. The maps and handouts are great, but the story uses a fair amount of railroading..."ReplyDelete
Agree with this assessment. Some beautiful tactical battlemaps. But mostly also-ran 2E homage to D1-3.
Asking among friends, I got votes for Nightmare Keep and Feast of Goblyns, but I have no actual context for them.ReplyDelete
-Rob D.
I've also heard great things about the Ravenloft adventure "The Evil Eye" (Steve Kurtz again) but I haven't got round to reading it yet.ReplyDelete
Another vote here for the Dungeon mag collective. Mud Sorcerer's Tomb is one of the best "drop anywhere" dungeons I've ever read, complete with plenty of treasure, really hardcore baddies, and more than a few "do or die" traps that could very easily lead to an ugly TPK for all involved.ReplyDelete
While I don't remember the names of many Dungeon mag adventures, a lot of them stick in my mind. Jacob's Well was a small, creepy adventure set around a blizzard-bound inn that reminds me a lot of John Carpenter's "The Thing". There was another really mind-blowing adventure featuring Githyanki and Githzerai and a trip to the Astral Plane. A third involving a floating castle (which was, I think, made of crystal). There was a murder mystery involving a bard's home that had a number of musically themed puzzles...the list could go on and on.
I think more than anything, Dungeon during this time period reflected the enormous amount of creative energy the fan community had at that time. I'd even go as far as to say the sort of energy we see in a lot of fan created works these days is similar to, if more prevalent than, the atmosphere of Dungone at the time I got into D&D in the early 90's.
Even today, when I want inspiration for a new adventure and just want some random idea mining, I pick up a random issue of Dungeon and flip through memory lane.
One of my favorite modules was a 2e module: Temple Tower & Tomb by Laura Craig and Steve Winter. It was little more than three vaguely connected dungeon crawls, which is probably what I loved about it. It was very easy to drop one, two, or all locations into my own campaign world.ReplyDelete
This probably makes it a throw-back to more old school modules, and perhaps that makes it an anomaly.
If TSR had anything on the ball during that time, there should have been a lot more people who wrote some of those adventures on the payroll.ReplyDelete
I think for the most part their larger campaign adventures (Night Below, Ruins of Undermountain, Ruins of Myth Drannor) worked better than their individual efforts, though Axe of the Dwarvish Lords is a pretty good high-level adventure. The One-on-One modules (Fighter's Challenge, et al) was a good idea, but executed rather poorly. Temple Tower and Tomb is decent for what it is.. but there always was more chaff than wheat in this era, more's the pity.
Now THIS is right up my alley!ReplyDelete
Underdark is an excellent campaign, a maga-adventure which is probably the greatest 2e product ever produced.
The Bleak House is a really good one too, it shows how you can really do more with D&D then just combat.
My favorite module of all time is "Night of the Walking Dead" it was the first module I ever ran and it is probably the largest influence on my game. I still keep this module near me when writing my own.
Not all Mods were story hogs, but most were, thankfully you could always cut out what you didn't want and just use the Maps, Keys, and NPCs and have a lot of fun with them.
I think the true purpose of modules was a teaching tool on how to organize information, somewhere it just turned into professionally made product that tricked you into thinking that you couldn't write anything that cool.
I wasn't back into PNP D&D when 2nd Edition was out, but I played the PLANESCAPE: Torment computer game. Sophistication of the backstory blew me away. It was one computer game that did not suffer from being translated into computer code. Never met a DM or a fantasy author who was THAT original. My own adventures pale by comparison. The real world influences behind the game are like a rare vintage in a thousand dollar bottle: street person's view of modern california, balkans, last inetrnational enclave on th eedge of the civil war, blade runner, goth culture, huinduism and other eastern and advanced (such as consensus reality shaping the world) philosophy, tattoo parlors, all of the little nightmares of the time have found their way into an innocent little D&D game and even had me fooled until I read "consensus reality" mentioned by name in a walk through.ReplyDelete
BEWARE, if you use any cheats or walkthroughs, you won't be able to finish the game and will have to start from scratch. And if you don't take advantage of the game, such as going to the foundry and running an endless loop until you have like 30,000 gp, you will forever remain underarmored and underarmed and you will dread every combat and will need to avoid it at all costs...
So, the best thing to coem out of the second edition was not even a pencil and paper product.
I'm coming across as president of the Steve Kurtz fanclub here but the Githyanki adventure is one of his "Into the Silver Realm" (43) definetly another stand-out.ReplyDelete
Using him as an example I agree that TSR probably missed out on hiring some of the talent out there. I don't really know anything about him but I'm assuming he was just a talented freelancer who abrubtly fell off the radar when he took a non game-related job (his blurbs for Dungeon always mentioned he was studying for some kind of science degree, I can't remember what exactly).
I totally agree that at the time Dungeon was an outlet for the best of the fan creativy, comparable to what is happening spontaneously now with the OSR.
2E was when I went to being a full time DM and for me that meant Ravenloft. So yeah I had some Ravenloft adventures I really liked, Feast of Goblyns was fun. But yeah, 2E was about the worlds.ReplyDelete
I feel 2E is always going to be seen as the abused middle child of the D&D family.
The bard's home one was Castle of the Blind Sun (49)ReplyDelete
I'm suprised nobody's mentioned Gates of Firestorm Peak yet.ReplyDelete
It really is a nice meaty underdark crawl with strong Cthulhuoid elements as you get deeper in.
Challenging, expansive, well-written, non-linear, etc. A great adventure all around.
Great. Now I have this urge to dig out my old Dungeons....ReplyDelete
I remember "Vale of the Mage" for AD&D 2nd Greyhawk with some fondness. After some of the more railroady adventures I'd been introduced with, it was a breath of fresh air.ReplyDelete
"Under the Dark Fist" for Spelljammer was also good, and a serious challenge.
I've never bought many pre-packaged adventures in general. I prefer to mine source material and half-ass it on my own.
(Hit post too soon.)ReplyDelete
I meant to say there was one in particular I remember, from the first year or two of the magazine, that was an adaptation of the Romeo & Juliet theme of starcrossed lovers and feuding families. I adapted it to my WFRP campaign and it was marvelous fun.
Ruins of Undermountain boxed set. No surprise that the best 2e adventure was a dungeon crawl full of traps and nasty insane wizards.ReplyDelete
"Under The Dark Fist" was the adventure I purchased and never played.ReplyDelete
As far as specific Dungeon adventures go, though, the one that pops to mind immediately for me is usually "Thiondar's Legacy." It had everything: the ruins of a lost civilization in a hidden valley with dinosaurs, dangerous elemental-powered flying machines, a river that teleported back to become its own source, a clan of giants that could be fought or negotiated with, a rival adventuring party to rescue, a cursed sword, a dangerous artifact, and a dragon that would rather trick explorers out of their treasure than kill them for it. But he'd move on to the killing if provoked.
Also it had perhaps the ultimate evolution of the classic 'Elf' class: an elf villain who had split good and evil personalities, one of them functioning mostly as a spellcaster and the other mostly as a fighter. And it was pretty easy to drop into an existing campaign.
I bought probably a dozen 2e adventures [actually, just took a look at the TSR archive; it was actually closer to nine], didn't like a single one, and then finally gave up.ReplyDelete
I didn't have a subscription to Dungeon, but have been told a number of times that's where the quality was, which jibes with the the general sentiment here. Quite a statement considering that was largely fan submitted materials.
A previous poster mentioned the Bloodstone series. That was 1e.
- AnonymousAugust 3, 2009 at 5:52 PM
I played a long, exclusively module based 2e campaign and I recall many many great adventures. The one that stands out is the "Return to the Tomb of Horrors". Best part (aside from the actual tomb) is picking up the trail of a former group of adventurers who are now scarred and broken from their ordeal in the tomb. It really set the stage for my character's feelings about the tomb. More importantly, as a player it made me feel connected to the history of D&D.ReplyDelete
Best news for all of old-schoolers is that all of these other great 2e mods people are mentioning are easily converted to whatever old-school version one prefers. This cannot be said of 3e and onward which makes me feel that a hard line exists between 3e and all the editions before.
I thought that WGR6 The City of Skulls was rather good. The City of Greyhawk included a number of short adventures, and that was true of a lot of the boxed sets. Some were good, some were not so good.ReplyDelete
The only 2e adventures I really enjoyed were the 1-page (2-sides of cardboard) ones in the Greyhawk city boxed set! Short & sweet.ReplyDelete
Most 2e adventures were horrible. I bought Greyhawk Ruins recently and it looks good, but haven't run it.
The four 2e adventures that made it to the Dungeon magazine top 30 are:ReplyDelete
Return to the Tomb of Horror
Gates of Firestorm Peak
Dead Gods
Ruins of Undermountain
All of which have been mentioned in this thread. Only Ruins of Undermountain had come out before I had given up on 2e. TSR went through a real dry spell from about 1986 to 1992. After 1992, I can't really say because I'd stopped paying attention.
This may seem like an astounding claim, but I ran 1-3 different "campaigns" for about 8 years (high school to college) without a published game world at all, starting with 1E and migrating to 2E (just said no to 2.5).ReplyDelete
I used advice from the 1E DMG (and thus Mr. Gygax), and inspiration from a friend's efforts, to do it. I was only vaguely aware of Greyhawk but preferred my homespun. The encouragement to create is so much more palpable in 1E.
Dungeon Magazine was my source of published adventures for many of our games simply because you got more bang for your buck and, frankly, I was "poor but proud."
So, the comparison with 1E modules is a little lopsided, since there wasn't a similarly prolific and adventuresome product around. What I call the "mad dash for cash" changed everything and made me even more resistant to buying.
Rare non-dungeon module... anyone remember "Fedifensor"? :)
Fedifensor, Dragon #67. The dungeon's in an asteroid/castle floating in the Astral plane. It was pretty cool. Nov. 1982.ReplyDelete
I agree with all the above, especially Planescape: Torment. Dungeon was a fantastic source of adventures.ReplyDelete
The Ruins of Undermountain despite being branded Forgotten Realms was also very portable, you could drop it under any city with a little work, though it does work best in conjunction with a book on Waterdeep.
I'd also add Dragon Mountain to the list, I have players which go into fetal positions at the mention of kobolds after playing that one.
For those who liked the Village of Homlet I found a little gem in the Wizard's Challenge. A really nicely developed village with a lot of adventure seeds in it.
> Night Below was an excellent boxedReplyDelete
> set. It had everything you needed:
> *over arching plot line
> *Threat of WORLD DOMINATION!
Not to be a wet blanket or anything, but am I the only one who thinks those are strikes *against* it?
What, no "Dragon Mountain" love?ReplyDelete
Around here, we consider it the archetypal killer dungeon of the 2e era; "Dragon Mountain" was to us what "Tomb of Horrors" must have been to our predecessors, who were gaming when 1e was around.
I liked Dungeon #26 or #28-- Nine-tenths of the law: lycanthropy + magic jar.ReplyDelete
But the few modules I bought back then were second-hand. No matter how good any later module might have been, having enough money (i.e. being employed part-time) to buy all the titles I'd drooled over as a kid was too awesome.
I stopped playing D&D not long after 2e came out, and on the odd occasion when I did play, it was usually using the 2e rulebooks with 1e adventures. I didn't purchase much from the 2e era outside of setting material, but over years I have picked up used copies of adventures for a variety of reasons, usually based on reputation, author, or specific setting material I wanted to have access to.ReplyDelete
So, with that in mind, the ones that come to mind for me are Gates of Firestorm Peak, Dead Gods, and Night Below. Never played them, but found them to be very enjoyable reads, and those are the 3 I'd choose from if I was to run a 2e adventure today.
As a throwback to the "killer dungeons" of First Edition, I always enjoyed Monte Cook's Labyrinth of Madness. I consider it to be the Tomb of Horrors of Second Edition (although it's quite unplayable without errata).ReplyDelete
I'll second the Dragon Mountain love, although it took a number of years for me to "get it."
I love how beautiful some of the boxed adventures were during this era, but I never got a chance to play most of them.
I'm omitting all adventures tied to settings, since they seem outside the realm of this discussion. Still, many of those adventures were excellent (in my opinion).
- AnonymousAugust 3, 2009 at 10:08 PM
Just about everything in Dungeon. And I loved "Night Below" (several of those dungeon adventures were add-ons for it) and liked "Gates of Firestorm Peak."ReplyDelete
"Not to be a wet blanket or anything, but am I the only one who thinks those are strikes *against* it?"ReplyDelete
Not alone.
I think it's a pretty big "strike" that most of the fondly remembered adventures posted here are from Dungeon magazine. That would seem to say to me that the answer to JM's original question: were there any "universally lauded" adventure MODULES is "no."ReplyDelete
I would guess this has a lot to do with the multitude of settings available for 2E. People picked their poison and played things that fit it.
1st edition had no shared campaign worlds, save perhaps Greyhawk, so the adventure modules were what were shared.
I'm very much an "anti-fan" of 2E so I'm trying to give it the benefit of the doubt here rather than just saying all their modules sucked.
I don't think you need to give it the benefit of the doubt, JB. The point is that there were a number of widely-admired adventures, many of them in the same 'adventure/location/idea that can be reasonably dropped into any campaign world' that the best 1e modules had. They just came from a different source: submissions to a magazine rather than separately published modules. Some Dungeon adventures were setting-specific, but many (most, I think) were not. Dismissing the adventures because they weren't published as modules would be silly.ReplyDelete
From official TSR? The Ruins of Undermountain - that is, the first boxed set only - had a ring of authenticity to it that almost no other TSR product did at the time... some people have a problem with the succession of empty rooms, but it was a good opportunity to create your own stuff there - I had an area with a home base operated by hostile adventurers, a gambling hall, hidden temples and so on. It was also surprisingly non-linear in its approach for its time; way, way after the game got hickmanised.ReplyDelete
Beyond that? Nothing. Literally: nothing. Every other TSR module I owned was vacuous nothing (and the late boxed sets such as Return to the Tomb of Horrors were not much better). The only good and steady source of adventures was Dungeon Magazine, where Asflag's Unintentional Emporium, Deadly Treasure, the linear but creative Moving Day (where you had to take a barge full of exotic monsters such as cockatrices up a river), Granite Mountain Prison, N'Bod's Room and Lady of the Mists...
I don't think most of these hold a candle to the real TSR classics, but at least they were playable, and designed by people who actually played games instead of simply designing them. Asflag's and Deadly Treasure stand out as modules which have aged very well IMHO. It is also interesting that some time after I started buying Dungeon (although not regularly; it was too expensive for that), the quality took a nosedive; somewhere around issue #50 or something. After that, there was nothing that inspired me, and I stopped buying.
I came to AD&D 2e after Mentzer D&D, so I completely missed all the 1e modules until recently. I must say I have never been a huge lover of modules, though I always found the ones in Dungeon magazine well-worth using.ReplyDelete
I will also second the vote for Night of the Walking Dead, a wonderfully creepy Ravenloft adventure that I have used time and again. Actually, the only setting for which I own all the modules/sourcebooks is Ravenloft, which I used as a "drop in" setting to link various campaigns (my preferred ones being Dragonlance and Greyhawk). I also enjoyed Birthright, though the modules produced for it were not exceptional.
Check out Citadel of the Sea in Dragon magazine issue 78 - we all had a blast playing this one through and it almost span off into a campaign.ReplyDelete
I guess I really must take a closer look at my Undermountain box!ReplyDelete
How many non-worldspecific adventures did TSR publish during the 2nd ed era anyway?
I remember a few good adventures for Planescape, but I can't remember any names.
- AnonymousAugust 4, 2009 at 10:51 AM
"A previous poster mentioned the Bloodstone series. That was 1e."ReplyDelete
The first 2 in the series were 1e, H3 and H4 were coverted to 2E play and H4 was the first to carry the AD&D moniker of the new Forgotten Realms.
So yes, 1/2 the foursome is 1e, the other half is 2e.
As for Night below being poorly written. Yes, parts of it are clunky and not that well done. I felt like the author was getting paid per word for most of it and just tossing stuff in there to make Book 2 meaty. Book 1 and 3 are fantastic. The hand outs are very well done and you get a good feel that you are part of an epic journey from the top of the world to it's very rotten core.
I used it as a toolkit and a guide. I kept the plot the same but changed the order and layout. Had to as the Party was getting bored running through it. Changes here and there and they were gung ho to obliterate some aboleth.
Dungeon Magazines are the unsung hero here and a treasure trove of adventures. So many wonderful things came from there. I must go through them and see if I can use them instead of buying more adventures for my upcoming city game.
For purely nostalgia's sake:ReplyDelete
- Vecna Lives! ('90)
- Greyhawk Ruins ('90)
- A Paladin in Hell ('98)
Also worth noting, one of my all time favorite supplements by Carl Sargent: Iuz the Evil (1993)
That said, looking over my list of books, it is a long list with few standouts.
Nope. The first three were set in a generic world. The last one was retrofit into the Forgotten Realms. However, all were made for 1e. H4 came out in 1988. 2e didn't come out until 1989.
Here's the cover of H4:
Here's the cover of FRE1 Shadowdale (one of the first, if not the first, 2e adventure produced):
Notice the difference in logos and the "compatible with" star burst on FRE1.
Other good examples:
1e FRC1: http://home.flash.net/~brenfrow/fr/frc1.htm
2e FRC2: http://home.flash.net/~brenfrow/fr/frc2.htm
1e WG7: http://home.flash.net/~brenfrow/gh/gh-wg7.htm
2e WG8: http://home.flash.net/~brenfrow/gh/gh-wg8.htm
Funny side note: A pretty good portion of adventures and source books produced in 1989 had been in the can for a while and were actually more compatible with 1e than 2e (to the extent that there are compatibility issues) despite the 2e logo.
In addition to the adventures mentioned, all of which are excellent, I think Die, Vecna, Die! might be my favorite way to end a campaign ever.ReplyDelete
First time poster, not long-time reader.ReplyDelete
I'm feeling compelled to answer this, but I cannot give a specific answer.
The 2e era is possibly the one in which I played and DM'ed the most D&D, yet I have very few modules from that time. Why? Because that was when I had the most time and creativity to "roll my own." It was when I ran Ravenloft's Gothic Earth, fell in love with Birthright; and ran other systems like Twilight:2000 and Space:1889.
Since 3e and 3.5, I have become a parent and watched my gaming and prep time dwindle away. (My time to peruse the Web for various gaming blogs has gone up, though.) About 5 years ago, I read through a friend's near-complete Dungeon magazine collection, and bought about half of them from him, the ones that had adventures I thought I could chop up and squeeze into one or more campaigns.
So, to close this ramble, I remain a fan of 2e and its Dungeon collection, and intend to run with those parts in the future.
As an aside, your blog and some similar ones are encouraging my desire to introduce my sons to 1e or 2e AD&D, rather than the 3.5 my adult group has been playing. It has seemed like something easier to teach and grasp. Time will tell if I am right.
The Haunted Halls of Eveningstar and Doom of Daggerdale were very good as was LC3 Nightwatch In the Living City. The Shattered Circle was also pretty good. Anything with undermountain in the name was good and Return to the Tomb of Horrors was pretty neat too.ReplyDelete
My friends played through D&D as teenagers at the time, mostly playing Ravenloft modules.ReplyDelete
Dungeon #70, "Kingdom of the Ghouls," by Wolfgang Baur, is the one adventure from that time that I wish to have played or run.
"City of Skulls" is phenomenal and, to my mind, a better work by Sargent than Night Below.ReplyDelete
"Ruins of Undermountain" is also quite excellent.


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Princeton University researchers are leading an effort to put to pasture the long-held convention of cattle ranching that wild animals compete with cows for food.
Two recently published papers — including one in the journal Science — offer the first experimental evidence that allowing cattle to graze on the same land as wild animals can result in healthier, meatier bovines by enhancing the cows' diet. The findings suggest a new approach to raising cattle that could help spare wildlife from encroaching ranches, and produce more market-ready cows in less time.
The reports stem from large-scale studies conducted in Kenya wherein cows shared grazing land with donkeys in one study and, for the other, grazed with a variety of wild herbivorous animals, including zebras, buffalo and elephants. The lead author on both papers was Wilfred Odadi, a postdoctoral research associate in the lab of Dan Rubenstein, the Class of 1877 Professor of Zoology and chair of Princeton's Department of Ecology and Evolutionary Biology.
In August, Rubenstein and Odadi reported in the journal Evolutionary Ecology Research that cattle paired with donkeys gained 60 percent more weight than those left to graze only with other cows. The researchers proposed that the donkeys — which were chosen as tamer stand-ins for zebras and other wild horses — ate the rough upper-portion of grass that cows have difficulty digesting, leaving behind the lush lower vegetation on which cattle thrive.
In September, Odadi and his co-authors on the Science paper reported that other grazers, especially zebras, did remove the dead-stem grass layer and that cattle indeed seemed to benefit from sharing land with wild animals. Cows in mixed grazing pastures took in a more nutritious diet and experienced greater daily weight gain — but this effect was limited to the wet season, the length of which can vary by region. Cattle competed with wild species for food in the dry months.
Nonetheless, the Princeton studies help counter an enduring perception that wildlife is an inherent threat to the food supply of livestock, Rubenstein explained. These results could prove crucial to preserving animals that are increasingly threatened as the human demand for food drives the expansion of land used to raise cattle. Zebras and wild horses are especially vulnerable to the spread of pastures because of their abundance.
"Grazing competition from other animals has been an issue throughout history," Rubenstein said.
"There's a fear that if some other animal is eating grass meant for livestock, that hurts the rancher. Those perceived competitors were seen as vermin and exterminated," he said. "These experiments suggest that in certain cases cattle can actually experience considerable advantages in terms of growth when allowed to graze with other species."
Experimental proof of old observations
The studies are the first to experimentally test and prove hypotheses from the 1960s that equines make grazing land more suitable for bovines, a dynamic known as facilitation, Rubenstein said. Observations of zebras and wildebeests had suggested that the zebras' ability to digest grass stems exposed the leafy grass wildebeests prefer.
Animals in the horse and cattle families both process food through fermentation as microbes in the digestive system break down vegetation. In horse-like animals, this process takes place in an organ located after the stomach that is similar to the human appendix (though humans are not fermenters). For bovines, on the other hand, fermentation happens in the rumen, an organ before the stomach that produces cud, which is regurgitated for the animal to further chew.
As a result of these digestive distinctions, Rubenstein said, equines can eat the rough low-quality grass that would linger and fester in a cow's slower, more complex gut. The bovines in turn enjoy the lush, easily digestible grass underneath the stems.
Both Princeton studies showed that the presence of equines resulted in less dry-grass cover and a more nourishing diet for the cows. Although the study in Science matched cattle with other wildlife — including bovines such as buffalo — Odadi and his co-authors largely attributed the removal of the low-quality grass to zebras.
What was not expected was just how much the cattle can benefit, Rubenstein said.
"Scientists had this intuitively pleasing, circumstantial evidence that equines make the landscape more habitable to bovines, but the idea was never tested," Rubenstein said. "This was the first demonstration that the animals behave accordingly, but also that the performance of the cows as measured by growth is actually enhanced. Previous evidence of the effects we found on the health and development of cattle had been missing."
Cows versus donkeys
Rubenstein conducted the experiment reported in Evolutionary Ecology Research on rangeland in northern Kenya with Odadi, who is based at Kenya's Mpala Research Center — with which Princeton is a partner — and co-author Meha Jain, who earned her bachelor's degree from Princeton in 2007 and whose senior thesis was the basis of the project.
The team chose donkeys as surrogates for zebras, which suffer from food and habitat loss due to cattle operations, particularly the endangered Grévy's zebra. Because donkeys are tame, the researchers could more easily observe, weigh and record the diet quality and health of the individual animals, Rubenstein said.
The researchers constructed six separate grazing areas divided into three high-density and three low-density pastures. Both the high- and low-density areas hosted an all-bovid group of 15 cows; an all-equid group of 10 donkeys; and a mixed group of 15 cows and 10 donkeys, for a total 60 cows and 40 donkeys. The animals grazed seven hours each day.
For 12 weeks, the researchers documented the animals' weight changes and eating habits. In addition, the excrement of tagged cows in each grazing area was analyzed for protein, parasite and digested-grass content. Study co-authors and ecologists Herbert Prins and Sipke Van Wieren of Wageningen University in the Netherlands validated the effectiveness of these measurements.
At the end of the experiment, cows that fed alongside donkeys had beefed up by an average of 64 pounds (29 kilograms) per animal in the low-density pasture, and slightly less than 37 pounds (17 kilograms) for the high-density group. In comparison, cattle dining only with their own put on an average of 55 pounds (25 kilograms) per cow with more room to roam and only nearly 28 pounds (12.6 kilograms) in tighter confines.
When compared to the weight of the cattle recorded at the experiment's outset, cows grazing with donkeys gained an average of 60 percent more weight than cows that did not, the authors reported. Moreover, none of the cows in the mixed groups remained at the same weight or lost weight, unlike some of the cows in the bovid-only pastures. Analysis of the protein and grass-remnant content of the cows' dung showed that the animals consumed a healthier diet when sharing land with donkeys.
A notable feature of the study Odadi conducted with Rubenstein is that it provides some understanding of how the other animals respond to grazing with cattle, Odadi said.
The donkeys did not exhibit the benefits of intermingling to the extent the researchers observed in cattle. Donkeys grazing with cattle gained only 51 percent more weight than donkeys that did not, and dung analysis showed the donkeys in the mixed groups actually took in a less digestible diet.
But the dung of donkeys in the mixed groups also contained lower levels of parasitic worm eggs, possibly due to the cattle taking in some of the parasites during grazing, Rubenstein said. As a result, parasite infection was less debilitating in these donkeys.
Where the wild things are
For the second study, Odadi and his co-authors on the Science report changed the project's scope to include large, wild herbivores that share the African savanna with cattle: Grévy's zebras, African buffalos, elands, hartebeests, gazelles, elephants and giraffes. Odadi worked with ecology professor Truman Young of the University of California-Davis; Moses Karachi of Egerton University in Kenya; and Shaukat Abdulrazak, chief executive officer of the National Council for Science and Technology in Kenya.
The researchers created nine grazing areas of equal size, each with four cows. The pastures fell into three categories: cows only; plots open to medium-sized herbivores and closed to elephants and giraffes; and plots open to all wild herbivores. Each variety was randomly assigned to three grazing areas.
The experiment consisted of two 16-week trials (conducted a year apart) with each trial beginning in the dry season and ending during the wet season. In each trial, the team weighed the cows and examined the animals' excrement to determine diet quality.
In the wet season, cattle that ate with wild herbivores took in a more nutritious diet and experienced greater weight gain than cows that did not, according to the Science report. In the cow-only enclosures, each animal put on roughly a half-pound (0.25 kilograms) each day. In the other pastures, each cow bulked up by three-fourths of a pound (0.35 kilograms) daily. The experiment coincided with 18 weeks of Kenya's wet season. For that period, daily weight gain translated to 69 pounds (31.5 kilograms) for each animal in the cow-only enclosures, versus 97 pounds (44 kilograms) per cow in the other areas.
The dry season and resulting scarcity of grass turned that dynamic on its head, however, as Odadi and his co-authors expected. Cows grazing without other animals gained more than a half-pound per day. Weight gain for cows in the mixed enclosures plummeted to roughly one-third of a pound each day. A future direction of the project may be to determine if adjusting cattle-to-wildlife density based on the season would reduce competition when food is scarce, Odadi said.
Taking it back to the ranch
The Princeton researchers make an important contribution to the study of how to reconcile the demand for grazing land with ecosystem conservation, said Michael Coughenour, a senior research scientist at the Colorado State University Natural Resource Ecology Laboratory.
The research not only shows that facilitation between livestock and wildlife is possible, but also suggests the mechanisms — for example, the removal of dry stems — that provide that benefit, he said. Naturally, Coughenour said, many questions remain, such as if the mere presence of many grazers results in more robust plant growth, as existing research has suggested might occur.
But the results should nonetheless prompt researchers to investigate the existence of facilitation in other regions and ecosystems, as well as the livestock-to-wildlife densities that make it possible, Coughenour said. For instance, the United States and other temperate-zone countries do not have a distinct wet and dry season. Also, it cannot be assumed that grass in the American West would respond to mixed grazing in the same way as savanna grass, nor that a similar concentration of zebras and American wild horses would benefit cattle in the same way in their respective environments.
"These findings add to the dialogue by providing evidence that interactions between wild equids and livestock are not necessarily negative, as would commonly be assumed among ranchers and commercial pastoralists," Coughenour said.
"Clearly, blanket statements that wild equids invariably compete with livestock can no longer be accepted. Facilitation is a very real possibility that should be considered and investigated," he explained. "However, it would be equally invalid to assume that the extent and mechanisms of facilitation are universal. Research is required to clarify the relationship so as to gain a more precise understanding of the conditions under which neutral or positive interactions occur."
In the Evolutionary Ecology Research paper, Rubenstein, Odadi and Jain delved into how the weight gain they observed in cows grazing with donkeys could translate to economic gain for ranchers by producing cattle that are ready for market sooner.
As an example, they imagined a farmer beginning with a cattle herd with an average weight of 660 pounds, or 300 kilograms, that he intends to sell after the animals put on an extra 200 pounds, or 100 kilograms. In their scenario, they first substituted the 10 donkeys in the experiment with 10 more cows to make up a herd of 25 cattle. These cows would take nearly 18 months to reach the target weight of 400 kilograms if the animals packed it on at the rate of roughly 0.2 kilograms, or a half-pound, a day, as many of the cows in the researchers' single-species pastures did.
Replacing 10 cows with donkeys, however, would bring the remaining 15 cows to the preferred weight in about 11 months. The researchers assumed those cows would gain weight at the average of nearly 0.3 kilograms, or 0.66 pounds, a day seen in the mixed-group cows in the experiment.
"Time has a cost. If cows grow faster per day, they can get to market sooner and the landowner can preempt the costs of cattle dying from predation or disease as the animal is exposed to the elements for longer periods ," Rubenstein said.
"From the perspective of the rancher and the people awaiting the food from his cattle, the cows develop better if there are hind-gut fermenters like zebras present," he said. "So, by our observations, competition becomes facilitation and expands to become mutualism as both species actually benefit each other."
Cows with a few extra kilograms of weight could be a "huge" benefit to ranchers and pastoralists, particularly in Africa, as well as to the preservation of natural lands, said Joshua Ginsberg, senior vice president for the Wildlife Conservation Society's Global Conservation Program. Ginsberg, who received his Ph.D. from Princeton in 1988, focuses his research on conservation and animal-human interaction.
"A few kilograms is a major increase," Ginsberg said. "If the cattle are managed well, and the markets exist and are used, it would allow for greater income, greater protein and the ability, at least in theory, to reduce cattle-stocking rates because of increased productivity.
"Many pastoralists think that zebras compete for food and this study suggests that in many circumstances, that may well not be the case," Ginsberg said. "The authors clearly suggest that the expansion and recovery of zebra populations in lands that are focused on traditional grazing practices is potentially a benefit, rather than a cost, to these societies."
At the Mpala Research Center, Odadi has presented his findings to local farmers, but understands the difficulty of overturning long-held views about the livestock/wildlife competition.
"The farmers we have presented these findings to are generally surprised that zebras and other wildlife can facilitate cattle," Odadi said. "However, we have not been able to determine whether and to what extent their perception that grazing wild animals are detrimental to livestock production has actually changed."
The first study, "Facilitation Between Bovids and Equids on an African Savanna," was published in Evolutionary Ecology Research in August 2011, and supported by grants from the National Science Foundation, the Keller Family Trust and Wageningen University, the Netherlands.
The second study, "African Wild Ungulates Compete With or Facilitate Cattle Depending on Season," was published in Science on Sept. 23, 2011, and supported by grants from the National Geographic Society, the National Science Foundation, the U.S. Fish and Wildlife Service, and the International Foundation for Science.


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Search News
IDB Group will meet with the Civil Society representatives from Latin America and the Caribbean in Bolivia
October 10, 2017
Event will be in Santa Cruz from November 8-9 and will examine topics on innovation sustainable development in the region ***The event will be transmitted via Livestream*** Representatives of the civil society organizations from 26 countries throughout Latin America and the Caribbean will meet in Bolivia on November 8-9 to host the XVII Annual Meeting of the IDB Group-Civil Society.
IDB launches 2017 Call for Proposals to promote Regional Public Goods in Latin America and the Caribbean
February 24, 2017
The deadline for accepting proposals is April 26th, 2017 The Inter-American Development Bank (IDB) launched the 2017 Call for Proposals of the Initiative for the Promotion of Regional Public Goods in Latin America and the Caribbean (LAC), which supports projects aimed at resolving shared challenges and seizing opportunities for development through regional cooperation among at least three countries. Since 2004, the RPG Initiative has financed 140 projects, investing a total of more than US$103 million.
Civil society representatives from Latin America and the Caribbean to meet with the IDB Group to discuss sustainable growth
November 03, 2016
Gathering organized by the Inter-American Development Bank in the Dominican Republic Nov. 8-9 will examine climate change, gender and security, road safety and public health, as well as tax policy ***The event will be transmitted live via Livestream ***
Inter-American Development Bank to hold Annual Meeting in Nassau, The Bahamas
February 11, 2016
Online media registration is now available for April 7–10 gathering of Latin American and Caribbean leaders Spotlight on economic challenges, private sector opportunities, urban development, global economic challenges, disaster management The Inter-American Development Bank Group will hold its Annual Mee
Germany, IDB sign agreement to provide opportunities to young German associate professionals
June 21, 2010
Inter-American Development Bank (IDB) President Luis Alberto Moreno and the Deputy Chief of Mission at the German Embassy in Washington, D.C., Jens Hanefeld, today signed an agreement for the Government of the Federal Republic of Germany to provide qualified young German associate professional officers to participate in IDB's Fellowship and Associate Program. The framework agreement also assures funding for these young professionals by the German government for a maximum duration of two years.


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NEW BRUNSWICK, N.J. -- Former Rutgers athletic director Tim Pernetti is getting $1.2 million in salary, plus an iPad, car allowance and more than two years of health insurance coverage under a settlement agreement.
The Associated Press obtained details of the settlement Monday through an open records request with Rutgers. The Star-Ledger had previously reported some details.
Pernetti resigned last week after a video was made public showing former men's basketball coach Mike Rice shoving players and berating them with anti-gay slurs.
Pernetti suspended Rice in December 2012. The coach was fired last week, after the video was made public. Under his agreement, Pernetti is to be paid his base salary of $453,000 per year through June 2014 and a one-time payment of $679,500 in the next month. He gets the money even if he takes another job.
He also gets his $12,000 per-year car allowance through June 2014 and health insurance and pension payments through October 2015.
Pernetti also gets to keep his Rutgers-issued iPad and laptop computer.
Rutgers agreed to represent Pernetti in any lawsuits related to his job as athletic director.
The university agreed not to say anything negative about Pernetti to the media or prospective employers, and Pernetti agreed not to disparage the school publicly, though he is allowed to speak truthfully about the Rice situation. He also agreed to cooperate in any investigations by the school, NCAA or legal authorities.
Rice was fired last week not for cause, meaning that under his contract he is in line to be paid just more than $1 million, or 75 percent of his remaining salary, plus a $100,000 bonus for staying on the job through the 2012-13 season.


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First, MLB Trade Rumors reports that the Dodgers are among the finalists for Guillermo Mota, and when they say "finalist" I hope they mean "the party furthest away from any possible chance in hell of signing:
The well-traveled Mota has pitched for seven teams in his 12-year career, and it would be his third stint in Dodger blue if he were to sign with Los Angeles.
Guillermo Mota has been offered minor league contracts from five clubs and the "finalists" for his services are the Dodgers, Giants and Rays, reports Enrique Rojas of ESPN Deportes on Twitter [Sax's note: I can't read Spanish so I hope this is right]. Mota, 37, signed a $750K minor league deal with San Francisco last winter, but it paid off in the form of his first World Series ring. Mota posted a 4.33 ERA in 56 relief appearances last season, including 2 1/3 scoreless innings in the Fall Classic.
The well-traveled Mota has pitched for seven teams in his 12-year career, and it would be his third stint in Dodger blue if he were to sign with Los Angeles.
Luckily for us, we know that Ned Colletti never signs former Giants who are hoping for an additional tour of duty with the Dodgers. Nosiree, Bob.
MLBTR goes on to say that the Dodgers, along with the Yankees, are among the front-runners in a four-team frenzy for the services of Bill Hall:
The Yankees and Dodgers are the "most aggressive" of the four teams interested in Bill Hall, tweets Nick Cafardo of the Boston Globe [Sax's note: this tweet, I can read]. We heard about the Yankees' interest in Hall last month, and the Astros and Pirates are probably the other two clubs in the hunt.
Again, lucky for us, Colletti never chases a .240-ish hitter (admittedly with 18 HR for Boston last year, mostly playing left field). Yep, we're safe.


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Rule #1 - Be Patient - Rule #2 - Don't ask when, if you don't contribute - Rule #3 - You have coding skills - LinuxMCE's small brother is available: http://www.agocontrol.com
re: hacksThe problem with hacks is that they can get outdated very quickly and are usually not maintained. Also hacks in the forum are not in the wiki.I see that they are very usefull, but on the other hand very confusing. I remember in my newbie days following wiki-hack page that was outdated and didn't work. It should not happen.
Pedantic point 1: TV capture, what about the homerun? It should go under network with "NAS" for example, but then you want to keep TV hardware together.Pedantic point 2: Do you think there is a blur between "automation" and "security"?Generally speaking, personally I was keen to separate the "information" from the "hacks", and with your structure they will all be lumped in together. I think the "hacks" do have a place contrary to what some may think, but it should be made clear that they ARE hacks.
Lets pretend that I insisted that the Homerun should go under TV, and you insisted that it appear under NAS We could put it in both places, just as current wiki articles can be set up to appear in "tutorials" and "hardware". But I suggest we avoid duplication if possible. It is a little difficult to find a perfect structure for this wiki, but it will be orders of magnitude better than the maze we now have (where it is easy to get lost). If we have a 3-level structure, and if the index is always present at the left of the screen, then it is almost impossible to get lost. For example, if someone looks for Homerun under "NAS", it takes only two clicks to either find it, or discover that it is not there. So they look at the index and know that it is probably under "Media->TV Capture". We would no longer have the hidden doors, secret passages, and one-way corridors that we currently have in the wiki.I'm not sure exactly what you mean by hacks, or how many of them we have (an example might help me). Maybe hacks belong in the forum. Maybe they belong in the wiki mixed in with everything else, but are identified as hacks by font, page color, or some such.Maybe automation and security should be lumped to begin with. If the category gets too big, we can split them out. But you're probably correct - not too many articles on security right now.
Lets pretend that I insisted that the Homerun should go under TV, and you insisted that it appear under NAS We could put it in both places, just as current wiki articles can be set up to appear in "tutorials" and "hardware".
Yes good points. They could indeed exist in two places, but it would be better not to. I suppose there won't be too many examples of this, so it could just go in both, then you find what you are looking for regardless of how you go about looking for it.
Once the new structure goes live, would it be possible to have any new pages automatically prefixed with "draft"? Because people won't necessarily know our methods, and might go ploughing in without following the right procedure.
I'm assuming it doesn't have to be a user-friendly method, as every page will go through a review process before it going into the main wiki? If so, that's another thing we need to think about - will the "approved" wiki pages be locked, so that new pages have to be created in a holding area or whatever before they are reviewed and introduced into the real thing?


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Wednesday, July 13, 2011
51 comments:
That picture of the processing plant looks amazingReplyDelete
Love these shades of yellow and brown. Lovely with the greens and blues!ReplyDelete
C'est encore une fois fabuleux!ReplyDelete
Cette lumière... on dirait déjà presque la fin de l'été!
A dream place to live! Very pretty Rosa!ReplyDelete
Your photos remind me of my pastoral home land in the midwest of the USA. I love the corn fields and also the shop of the house with the shutters. Very fine job, Rosa!ReplyDelete
Rosa, c'est encore une fois, magnifique! Tu me fais vraiment voyager avec tes belles photos! Mon passage chez toi me fais toujours du bien :)ReplyDelete
Bonne journée :)
Each photo is even better than the last. Merci!ReplyDelete
What a beautiful place to take a leisurely Saturday stroll.ReplyDelete
Les photos sont magnifiques! Et un beau soleil!ReplyDelete
Mesmerizing :)ReplyDelete
Have a wonderful Wednesday!
What picturesque scenery.... Love the serene landscapes !!ReplyDelete
Une superbe lumière... et surtout l'œil de la photographe! Merci une fois de plus pour la jolie promenade... Bises!ReplyDelete
Gorgeous. Love the golden wheatReplyDelete
Lovely pictures!ReplyDelete
I adore those picture specially the last one. Love the window and door, they are beautiful.ReplyDelete
- Anonymous4:16 AM, July 14, 2011
I love to saunter on Saturday. Lovely sights!ReplyDelete
The last picture is perfect to be my wallpaper..Gorgeous :)ReplyDelete
Encore une fois, Rosa, tes photos sont superbes!ReplyDelete
- Anonymous5:51 AM, July 14, 2011
Just to lay down in one of the fields and dream dream dream:)ReplyDelete
A french post-box in Switzerland ;-)ReplyDelete
I loooove this countryside!ReplyDelete
Beautiful photos:)
- Anonymous7:40 AM, July 14, 2011
A treat for the eyes and the soul,as always. Each one of them is a splendid postcard. Do write to me someday with one of your photograph as a postcard with your autograph and all.ReplyDelete
Super like!!
Fantastic photos! Make me to look at them again and again...ReplyDelete
I think I got lost for a few minutes in that golden field...ReplyDelete
I adore your photos, Rosa. The wheat field is gorgeous, but the colors on that building in the last photo are the most delicate peach. Lovely.ReplyDelete
Jolies photos qui évoquent superbement l'été et ses beautés naturelles.ReplyDelete
Those landscapes are just gorgeous! i wish that was the view outside my window!ReplyDelete
Quelle jolie promenade ensoleillée ! merci Rosa ! c'est magique !!!ReplyDelete
stunning photos,rosa!ReplyDelete
Lovely countryside pictures, Rosa!ReplyDelete
love the 1st image...you've captured the field so well :D postbox image is great too !ReplyDelete
Wow, really beautiful photos, Rosa! That first photo really captures the essence of summer.ReplyDelete
Such beautiful photographs. The scenery is breathtaking!ReplyDelete
Lovely and dreaming pictures Rosa, amazing! gloriaReplyDelete
Tes blés m'enchantent... Il fait froid et il pleut aujourd'hui, tu me fais rêver un peu... BisesReplyDelete
Simply beautiful! Looking at your photos I want to reconside my living location :)ReplyDelete
These picture are so gooD! when i look at them i want to be there! Good work,though!ReplyDelete
Such beautiful pictures .. my fav would be that last one :)ReplyDelete
- Anonymous1:22 AM, July 15, 2011
What gorgeous photos, Rosa!! The first is my favorite. :)ReplyDelete
I'd love to perch on that rock and linger in the sunshine awhile. :-) Beautiful, Rosa.ReplyDelete
thanks so much for posting those beautiful images! I do miss that part of the world, thanks for sharing them with usReplyDelete
I'm always jealous when I see your saunters. If I sauntered, you'd see a nasty gas station and some garbage on the street!ReplyDelete
I love how distinct the seasons are... It looks hot!ReplyDelete
Love that first shot of the golden yellow wheat field - beautiful! :)ReplyDelete
That first photo of wheat is just amazing Rosa! :oReplyDelete
Tu sais, quand je regarde ces images, j'ai l'impression de me retrouver dans la France d'autrefois - intemporel.ReplyDelete
You know Rosa, I just love to feast my eyes on your gorgeous pics than check out the recipes.. :) You have a great talent with camera and I sigh at the charming images you capture. Truly amazing, my friend.ReplyDelete
Amazing pics Rosa! Lovely shots of countryside!ReplyDelete
great pictures and blog!!! glad I found youReplyDelete
I always look forward to your wordless wednesday!ReplyDelete
lovely clicks
The pix of cornfields remind me about my childhood where our house are in the middle of the rice/corn fields. Close my eyes and I can smell the new rice crop or beautiful charcoal grill corns. Thank you!ReplyDelete