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After years of development, Neil Young introduced his new Neil Young Archives project on Dec. 1. The sprawling website allows visitors to stream for free (provided you give an email address) everything Young has recorded as a soloist and bandleader, as well as with Buffalo Springfield and Crosby Stills Nash and Young, and includes listings regarding Young-related films and books, as well as unreleased albums and recordings such as Chrome Dreams, Homegrown, and Freedom Live. With a kitschy interface designed to look like a combination of an old stereo and a filing cabinet, the site (under ideal conditions) will allow you to stream in high quality audio provided by Young's proprietary Xstream streaming plugin. A good way to start: go to the "Timeline" section and scroll through the 50-year-plus run of Young's career, and click around the albums linked there. Young has also promised updates will be featured in the "NYA News" section of the site. Meanwhile, Young has also released his latest album, The Visitor, backed by the band Promise of the Real. - Billboard, 12/1/17...... The Moody Blues are celebrating the 50th anniversary of their seminal symphonic-rock LP Days of Future Passed with a live TV special they've taped for PBS, and are planning a Days of Future Passed North American tour to begin in Jan. 2018. "A couple of years ago, I was thinking how best to celebrate the 50th anniversary, when I was fortunate enough to meet an arranger and conductor named Elliott Davis from Toronto's World Festival Orchestra," Moody Blues founder Justin Hayward says, noting that original arranger Peter Knight had passed away in 1985. Hayward said he was seeking a classical conductor to help recreate the sound of the 1967 album, which blended orchestral arrangements with psychedelic rock sounds to create one of the first concept rock albums of the 1960s. "I could suddenly see a way where we could make it possible," Hayward explains. "I found someone capable of recreating those parts on stage because in the past, it was very frustrating trying to recreate the album live. We had one group with a sound in the studio and another group that created the live sound on stage. We could never get the two to gel and sound the same. And it's only in the last few years that that's been possible." The Decca Records-produced album, originally released in 1968 and peaking at No. 3, enjoyed a resurgence in 1972 after its track "Nights in White Satin" was released as a single and peaked at No. 6 on the Billboard Hot 100 pop chart. The album introduced a new generation of music fans to the power of stereophonic mixing and mastering. The Moody Blues: Days of Future Passed Live is now airing on PBS as part of WNET Thirteen and New York Public Media's Great Performances series, and the concert can be streamed on the PBS website. The performance was taped July 7 at Toronto's Sony Centre with the band performing the entire LP live with narration from English actor Jeremy Irons. The Moodies will kick off their 2018 tour on Jan. 10 at the Hard Rock in Hollywood, Fla., also hitting Louisiana, Texas and Oklahoma before four shows at the Wynn Hotel and Casino in Las Vegas on Jan. 26, 27, 30 and 31. The classic rockers have also been nominated for induction into the class of 2018 Rock and Roll Hall of Fame, a first for the band. - Billboard, 11/30/17...... The late David Cassidy has bowed on Billboard's Social 50 Chart after the former The Partridge Family teen idol died of liver failure on Nov. 21 at age 67. Cassidy entered the chart after his Wikipedia page tallied 814,000 clicks in the week ending Nov. 23, a boost of 14,191%. The Social 50 is powered by data tracked by music analytics company Next Big Sound and ranks the most popular artists on Facebook, Twitter, Instagram, YouTube, Wikipedia and Tumblr. Meanwhile, Cassidy's Partridge Family co-star Danny Bonaduce has reacted to the death of Cassidy, saying the singer was "robbed" in his career: "He wanted to go on tour and be a real rock 'n' roll star. But the road he chose to go down after the show, it didn't go as far." Bonaduce added that he and Cassidy didn't become close friends until the 1990s, when Bonaduce was on the cover of the tabloids for alcohol and substance abuse. Bonaduce said after Cassidy invited him to go on tour with him and participated in interviews with local radio stations, "They offered me more money than I'd ever seen in my life: $75,000 a year... David told me the tour would give me a career, and it did." - Billboard, 11/30/17...... In related news, AC/DC has surged on the Billboard Rock Charts after the death of band co-founder Malcolm Young on Nov. 18 at age 64. AC/DC landed six entries on the Hot Rock Songs survey, with their song "Thunderstruck" bowing at No. 6 on the Hot Rock Songs chart. AC/DC's five other titles on Hot Rock Songs for the week ending Nov. 23 include "Back in Black," "You Shook Me All Night Long," "Highway to Hell," "T.N.T." and"Hells Bells." - Billboard, 11/29/17...... After '80s metal band Twisted Sister frontman Dee Snider slammed the trend of "non-metal fans wearing vintage metal T's" on Twitter in October, Black Sabbath guitarist Tony Iommi has a different point of view: "I'm honored that they do," Iommi says. "The more the merrier." Snider caused a stir on Twitter when he vented, "It's not just the wearing of our metal T's, it's their cherry picking of our style #skulls #metalhorns. These are OUR symbols; OUR image." Slayer guitarist Gary Holt went so far as to accuse pop sensation Beyoncé of "appropriation" for using his band's logo for "Slayonc" merchandise without permission on her Formation World Tour. Justin Bieber, Rihanna and Kanye West are just a few of the additional contemporary acts who in recent years have mined metal symbols and logos for merchandise. But Rob Halford of Judas Priest is in Iommi's corner: "That is the epitome of popularity, when you get a Kardashian wearing a metal shirt ... suddenly metal is on the front page of every newspaper and social platform." - Billboard, 12/1/17...... TV journalist Geraldo Rivera has apologized to Bette Midler over an incident that took place in the 1970s where Midler says he groped her at her own house. After Rivera defended the beleaguered Today show host Matt Lauer on social media and then took back the remarks, on Nov. 30 Midler shared a video from a 1991 interview with Barbara Walters where she recalled her disturbing encounter with Rivera. "Geraldo may have apologized for his tweets supporting Matt Lauer, but he has yet to apologize for this," Midler posted with the clip. In the video, she detailed an incident where Rivera and his producer pushed her into her bathroom, broke two of the recreational drug poppers and pushed them under her nose and, she said, "proceeded to grope me." In two tweets Rivera also said that he regrets the "distasteful" and "disrespectful" tone of his 1991 memoir, Exposing Myself, wherein he describes the encounter: "We were in the bathroom, preparing for the interview, and at some point, I put my hands on her breasts." Rivera tweeted that "I'm embarrassed & profoundly sorry to those mentioned -- I have & again apologize to anyone offended." - Billboard, 12/1/17...... The long-awaited biopic of Queen frontman Freddie Mercury has been put on hold after its director, Brian Singer, failed to return to the set after the Thanksgiving holiday. Although a rep for Singer said the director's absence was due to "a personal health matter concerning Bryan and his family," it has been reported that Singer has previously clased with the cast and crew and has failed to turn up to the set once before. Singer, who is best known for directing the X Men franchise, chose actor Rami Malek to portray Mercury after Sacha Baron Cohen pulled out of the project in the summer of 2013, reportedly because he and Queen, who have script and director approval, were unable to agree on the type of movie they wanted to make. - New Musical Express, 12/2/17...... Two new documentaries of interest to '70s music fans will premiere at the 2018 Sundance Film Festival in Park City, Utah: a Joan Jett biopic called Bad Reputation from director Kevin Kerslake, and Studio 54, a doc on the famed New York nightlife mecca. The Sundance Film Festival runs from Jan. 18 through Jan. 28. - Billboard, 11/30/17...... Bruce Springsteen has been spotted at the Freds Madison Avenue restaurant atop Barneys New York sipping wine now that he's spending a lot of time on Broadway for his new hit "Springsteen on Broadway" production. "He's friendly to fans," a source told the New York Post's Page Six. "He's nice to everyone." Springsteen has been seen sitting alone at the bar and enjoying a glass of wine with his lunch around 3 p.m. most days. Although he doesn't visit the restaurant every day, he reportedly "goes often." - PageSix.com, 11/29/17...... A fundraising campaign to build a music school honoring record producer Quincy Jones and to be located in a country of Jones' choosing has been started by the In a Perfect World (IAPW) organization. "We can reach children alone, but we can do so much more together. Just $30 sends a kid to school in Los Angeles with a backpack full of school supplies. And $22 sends a kid to school in a developing country for one year. How easy is that?," says IAPW founder Manuela Testolini. Jones was honored by IAPW at a gala at the Four Seasons Hotel Los Angeles on Nov. 12. To donate, visit iapw.org/donate or facebook.com/inaperfectworldfdn or text "Give" to (310) 620-1515. - Billboard, 11/28/17...... Beach Boys member Al Jardine will launch a "Postcard From California - From the Very First Song" tour on Jan. 23-24 at the Dakota Jazz Club in Minneapolis, Minn. The name comes from Jardine's debut solo album, 2010's A Postcard From California. Featuring his son Matt Jardine, the tour will feature Al telling stories about the Beach Boys' music and singing, as well as Matt singing and playing alongside his dad. The tour will also hit the Dakota Jazz Club in Minneapolis, Minn., on Jan. 23 and 24, and then visit he Musical Instrument Museum, Phoenix, Ariz., on Jan. 29 and 30. "Al's voice is still so incredibly strong, so this show will highlight that," says the show's producer, Keith Putney. "With Matt Jardine on board, the harmonies will shine as well." - Billboard, 11/28/17...... Britain's Channel 4 has commissioned a film documenting the most important moments of the final year of rock icon Prince, from his secret performance at the White House during the Barack Obama era, to his final tour, Piano & a Microphone. The new project will feature interviews with Prince's friends, including political commentator Van Jones, singer Eryn Allen Kane, and his former girlfriend Andy. Also, it will include such musicians as Cee Lo Green and George Clinton. It will be directed by Adrian Sibley, who worked on The Kate Bush Story: Running Up That Hill. In related news, Prince's estate has just release dfirst official merchandise since his death. The "Hit N Run" merchandise line -- named after his surprise album releases -- includes t-shirts themed after iconic Prince albums such as Purple Rain, 1999, Parade and Controversy, as well as a hoodie and purple hat. - New Musical Express, 12/1/17...... For the 29th annual World AIDS Day on Dec. 1, Elton John is continuing his commitment to raising awareness and funds for the global HIV/AIDS epidemic with the help of mobile messaging app Kwippit and 25 famous friends. Each day during December, a custom-made digital heart -- similar to an emoji -- will be released to subscribers of Kwippit's Elton John AIDS Foundation (EJAF) channel to share on social media and text messages. One hundred percent of the proceeds from downloads ($.99 annual membership) directly benefits the non-profit's grant-making programs that focus on raising awareness, sharing preventative information, and offering medical care and treatment to all people living with HIV. "I am so grateful to all of the EJAF friends participating in this Kwippit project for sharing their creativity with us, supporting our work, remaining steadfast to the cause, and believing in our ideals," Sir Elton said in a statement. - Billboard, 12/1/17...... Beloved comedic actor Jim Nabors, best known for starring on The Andy Griffith Show and later in his own spin-off series Gomer Pyle, U.S.M.C., died at his home in Hawaii on Nov. 30. He was 87. A native of Alabama, Mr. Nabors also recorded more than two dozen albums with a rich, operatic baritone voice that surprised those who were used to hearing him exclaim "Gawwwleee!" with a Southern twang on television. For many years, Mr. Nabors also sang "Back Home Again in Indiana" during the opening ceremonies for the Indianapolis 500. Born James Thurston Nabors on June 12, 1930, in Sylacauga, Ala., Mr. Nabors sang in high school and acted in fraternity productions at the University of Alabama. After graduating with a degree in business administration, he moved to New York and worked as a typist and answered phones at the United Nations. In the early 1960s, Mr. Nabors was a regular performer at The Horn, a cabaret theater on Wilshire Boulevard in Santa Monica that showcased new talent, when he was spotted by Andy Griffith, who thought Nabors would be perfect to play a new character on his CBS sitcom. That would be Gomer, a dim-witted, affable mechanic at Wally's filling station in Mayberry and a cousin of Goober (George Lindsey). Mr. Nabors was signed for just one episode, which aired midway through The Andy Griffith Show's third season in December 1962, but Gomer proved popular, and Mr. Nabors went on to appear in 23 installments of the series. Mr. Nabors' run on The Andy Griffith Show culminated with the fourth-season finale in which Gomer joins the U.S. Marines. With Pvt. Pyle being hounded by tough but caring drill sergeant Vince Carter (Frank Sutton), Gomer Pyle, USMC aired for five years (1964-69) on CBS and was a great success in the ratings -- always in the top 10 and No. 2 in its final season -- before the actor decided to pursue other activities, which included hosting his own variety show, The Jim Nabors Hour. It lasted two seasons and featured some of his Gomer Pyle co-stars. Mr. Nabors also had roles in such movies as The Best Little Whorehouse in Texas (1982), Stroker Ace (1983) and Cannonball Run II (1984). Mr. Nabors, who underwent a liver transplant in 1994, starred regularly at the Hilton Hawaiian Village Dome in The Jim Nabors Polynesian Extravaganza, which in the 1980s was one of the state's top showbiz attractions. He lived in Hawaii for more than 30 years and had homes in Honolulu and Maui, where he had a macadamia nut farm. In Jan. 2013, Mr. Nabors exchanged wedding vows with Stan Cadwallader, his partner of almost four decades, before a judge in a Seattle hotel room. Mr. Nabors met Cadwallader, a former firefighter in Honolulu, in 1975. "In Mayberry, there was no illness. There was no war. There was no violence. There was no graffiti. We all had a good time, and we laughed a lot," he said in a 2000 interview. - The Hollywood Reporter, 11/30/17.
AC/DC co-founding guitarist Malcolm Young was laid to rest in Sydney, Australia on Nov. 28 in a private ceremony attended by family, including his younger brother and sole original remaining AC/DC member Angus Young, and former AC/DC drummer Phil Rudd. Malcolm, 64, who died on Nov. 18 after a three-year battle with dementia, was also mourned by Australian concert promoter Michael Chugg and Australian rock singer Jimmy Barnes during the service at St. Mary's Cathedral. Hundreds of fans lined the streets outside the cathedral, where eulogies were read by a family member and David Albert, a rep from AC/DC's longtime catalog management company. Following the service, the funeral procession left the church as the traditional Australian ballad "Waltzing Matilda" was played by a pipe band. - Billboard, 11/28/17...... The Bruce Springsteen Broadway show "Springsteen on Broadway" has had its run extended through June 30. The show, which opened at The Walter Kerr Theater on Oct. 12, was extended from the originally announced end date of November to Feb. 28 before it had even begun. The New York Post reported shortly after the shows started that viewers were reduced to tears watching Springsteen perform. In other Springsteen-related news, The Boss' childhood home at 39 Institute St. in Freehold, N.J., has been put up for auction, with a starting bid of $269,900. The duplex, where the rock icon lived between the ages of 6 and 19, is featured on the front cover of his 2016 autobiography Born to Run and is the location where he saw the first television appearance by Elvis Presley when he was just 7, famously inspiring him to become a musician. The modest 736-square-foot house was built in 1905 and is listed on the real estate website Zillow.com. - Stereogum.com/New Musical Express, 11/27/17...... The family of late Steely Dan member Walter Becker has responded to a lawsuit recently filed by Steely Dan's Donald Fagen, whose lawyers claim that Becker's widow had demanded 50% ownership of Steely Dan, which violated an agreement that both Becker and Fagen had signed in 1972. In that agreement, they said that, if a member of the group quit or died, the remaining members would buy back all the shares of that member's stock of the band. Becker and Fagen were the last two remaining owners, which would then in turn make Fagen the last stockholder. Becker's estate lawyers are contending that agen's suit is "riddled with half-truths and omissions," and make a shocking claim that Fagen sent a demand letter to Becker's estate on the same day that Becker died (Sept. 3). "Since Walter's passing, we have endeavored to achieve a compromise with Mr. Fagen," the statement reads. "Mr. Fagen's third and current lawyer did not even attempt to contact us prior to filing a lawsuit. While we regret Mr. Fagen's latest actions, we will vigorously defend against his unwarranted and frivolous case," it continues. - Stereogum.com, 11/27/17...... Eric Clapton announced on Nov. 27 that he'll be returning to the UK's Hyde Park for a huge British Summer Time Festival gig in the summer of 2018. Slowhand will take the Great Oak stage on July 8, his first concert at the venue since 2008. "I have happy memories of performing in Hyde Park in the past," Clapton said in a statement. "I'm really looking forward to playing there again -- the whole atmosphere is very special." Opening for the 72-year-old Rock and Roll Hall of Famer will be his former Blind Faith bandmate Steve Winwood along with Carlos Santana and Gary Clark, Jr.. Clapton becomes the fourth confirmed headliner at British Summertime, which launched in 2013, joining an already announced line up of Roger Waters, Michael Buble and Bruno Mars. - New Musical Express, 11/27/17...... Three recently discovered microbe species that live in guts of termites have been named after the Canadian power trio Rush after scientists at the University Of British Columbia discovered the three new species. The microbes will be forever known as "P. leei," "P. lifesoni," and "P. pearti" after Rush's Geddy Lee, Alex Lifeson and Neil Peart ."A Spanish postdoc, Javier del Campo, asked me to recommend some good Canadian music, and I suggested he listen to Rush," University Of British Columbia microbiologist Patrick Keeling explained in a statement. Earlier in 2017, Rush also had a set of capybara triplets (a S. American mammal that resembles a giant guinea pig) named after them. - Stereogum.com, 11/28/17...... Some fans who attended a recent Robert Plant concert at Civic Hall in Wolverhampton, UK are complaining of overcrowding that caused a "small number" of them to faint due to the heat inside the venue. "In the first 20 minutes I saw six or seven people being carried out of the hall after collapsing," audience member Scott Campbell said. "I go to a lot of concerts but I had never seen anything like it." Plant, who was born in nearby West Bromwich, played at the venue, which has a capacity of 3000, on Nov. 20. Campbell said that he tried and failed to get inside the venue's main hall, and ended up leaving the gig to go home. A spokesman for the City of Wolverhampton Council issued a statement saying, "While the Civic Hall meets the required health and safety standards, it is an 80-year-old building and improvements to the ventilation and heating system are part of the planned refurbishment scheme." - NME, 11/23/17...... Arlo Guthrie played his annual Thanksgiving concert at the legendary Carnegie Hall in New York on Nov. 25. Guthrie has played a total of 54 performances at Carnegie -- often with fellow good friend Pete Seeger -- and says he was "literally shaking" the first few times he played the historic venue. "I knew the history of that stage and it scared me. It took a few years to be able to breathe and sing at the same time. Now it feels like going home. We've done it so often and so many times that it's very enjoyable and something I look forward to doing every year," he said. Guthrie is currently in the midst of his Re:Generation Tour, which includes his son Abe Guthrie and daughter Sarah Lee Guthrie. "I've seen my kids mature as performers, which I love," Guthrie says. "Abe and Sara Lee in particular have become really good up there, which I love. And when we all get together it's family. It's fun. We don't have any divas in this family, so it makes it easy," he added. Guthrie says he's working on "nothing in particular" in regards to new music. "We've got so much in the catalog at this point, there's not enough time to do them," he notes. And while the current turbulent times may seem to call for new Guthrie songs, he says he feels the old ones will actually suffice. "We've already got some good songs about this stuff. This is obviously not the sunny day that we had imagined might be here at this point. It looks awful cold and cloudy... Despite everything I think the world is evolving, and the destiny I see is a lot brighter than what other people see sometimes. I don't know if I'll still be around when we finally get there, but I'm confident we will get there." - Billboard, 11/24/17...... Diaries written by John Lennon are among 100 items belonging to the late Beatle that were stolen from his widow Yoko Ono in 2006 and recently recovered by police in Berlin, Germany. Lennon's diaries are currently on display at Berlin police headquarters -- along with two pairs of his iconic round specs, a tape recording of a Beatles concert, sheet music and a cigarette case. The collection of items were stolen from Ono in 2006, and German media have reported that Ono has identified the goods from photos she was shown at the German consulate in New York. German police have arrested a 58-year-old man, while a second suspect -- who used to work for Ono -- is currently "unattainable," according to Martin Steltner, a spokesman for the Berlin prosecutor's office. - New Musical Express, 11/22/17...... Former Little House on the Prairie star Melissa Gilbert is claiming director Oliver Stone once sexually harassed her during an audition for Stone's 1991 The Doors biopic of the same name. On Nov. 20, Gilbert told Andy Cohen harassed her as "revenge" for embarrassing him in a social situation. "He wrote this special scene that he wanted me to do for him physically in the casting room, and it was humiliating and horrid," Gilbert said. "He got me back and it hurt." Stone responded to the accusation the following day, saying all actors who auditioned were told the experience would be extreme. "It was made clear from the outset that our film was going to be a raunchy, no-holds-barred rock 'n' roll movie," Stone said in a statement to The Hollywood Reporter. "Anyone auditioning was told the scenes would be rehearsed and performed from a script, with my casting director, Risa Bramon Garcia, present throughout the process to ensure a safe environment for all actors who auditioned," he added. - Billboard, 11/21/17...... Even superfans of Pink Floyd will learn something new with author Jean-Michel Guesdon's new book Pink Floyd All the Songs: The Story Behind Every Track. The book details the origins of nearly 200 songs, features almost 500 photos, and reveals behind-the-scenes stories. - Entertainment Weekly, 11/25/17...... It's tough for Rock and Roll Hall of Famers like Cheap Trick to do wrong, and they deck their first ever Christmas LP, Christmas, Christmas, with plenty of personality. Part of the appeal is their unique slate of songs: They've got three originals ("Merry Christmas Darlings" is the best) along with covers of holiday deep cuts by Harry Nilsson and glam rockers Wizzard. The energy's so high, you'll want to save this one for after the eggnog and rum. - Entertainment Weekly, 11/25/17...... A documentary about the life and work of Mister Rogers host Fred Rogers has been given a June 8, 2018, release date after Focus Features has acquired the worldwide rights to the movie, called Won't You Be My Neighbor? Directed by Morgan Neville (20 Feet from Stardom), the film is described as an "intimate portrait of Rogers, a creative genius who inspired generations of children with compassion and limitless imagination." Mister Rogers' Neighborhood, one of the longest running series on PBS wrapped production in 2000 after 31 seasons, but PBS continuously ran reruns of the series through Aug. 2008. Fred Rogers died in 2003 at age 74 from stomach cancer. - The Hollywood Reporter, 11/27/17...... American soul singer Wayne Cochran, known for his outlandish outfits and white pompadour hairstyle and sometimes referred to as "The White Knight of Soul," died in Miramar, Florida, on Nov. 21 at age 78. The blue-eyed crooner was best known for his signature song "Last Kiss," which he performed with the C.C. Riders. Launching his career in the 1950s, Cochran blended rockabilly and country sounds and by 21 penned the song that would become his lasting legacy: "Last Kiss." He released the tragic story song about a doomed love affair, a car crash and a final wish from a dying lover in 1961, but it was a pair of covers, by J. Frank Wilson and the Cavaliers in 1964 and Pearl Jam in 1998, that made the track famous years later. Cochran recorded his final album, Cochran, for Epic Records in 1972, then toured and made television appearances. He retired from music to become an evangelist minister in Miami, Fla. - Billboard, 11/27/17.


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Background Ambient music that can be used to add an element of movie magic realism to your D&D Ghosts of Saltmarsh campaign.
This collection of music and sound effects has been carefully arranged to add an element of movie magic to your campaign. Each song has been composed to enhance and support the the campaign.
20 songs have been produced and can be played during chapters and narration. Each song is named to support the various sections and chapters in the campaign and runs for 3 to 5 mins in length.
Here's a preview of The Council of War
Also here's a preview of Cultist Battle
The production costs on these tracks are high as they need studio access, engineers, session musicians to create. Also strange unique instruments are being used to create these songs. These instruments include : Baroque Guitar, Virginal and Viola da Gamba.
For those of you that want to use these songs in your own you tube videos a Reward has been added giving you non-exclusive access. You can create your own youtube videos and edit the song in any way you need.
Lets bring your campaign to life.
Anyone who may have missed out on the songs from previous KS campaigns I've included them in rewards section.
Thank you for your support!
Risks and challenges
There are no risks to this projectLearn about accountability on Kickstarter
Funding period
- (30 days)

subset: commoncrawl


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For Business and Technology in Fashion
Tuxedo will bring to light the real and raw case studies of innovation within fashion.
The industry is being forced to change as shoppers expect brands and stores to have a digital first approach, while being customer-centric and providing wow-worthy retail experiences. Understanding how to implement change can be risky and challenging, however the greater risk lies in not doing anything at all.
Tuxedo is more than an event, it's an ever-evolving dialogue of successful and or failed attempts at making change stick. It's about communicating practical tidbits, and our storytellers are people who have seen both sides and strongly believe the pursuit of innovation is worth tackling.
September 5, 2018 | 12PM - 6PM AEST
YBF Ventures | 520 Bourke Street, Melbourne
Emma Sharley | Co-Founder & CMO of Shop You
David Price | VP of Service (UX & Product Design) Fame & Partners
Gaby Howard | Founder of Flaunter
Nick Gray | Brand and Retail Executive, Scentre Group
Dr. Jennifer Millspaugh | Founder of Austin Fashion Initiative
AFC Members can receive a 30% discount!
Email us at firstname.lastname@example.com to receive your code
Tuxedo Melbourne is part of IFAB - the Independent Fashion Advisory Board. IFAB is a global think-tank of business and technology professionals in fashion. With an overarching advisory board of 12 experts from Melbourne, Sydney, Bangkok, London, Austin, San Francisco and Nashville, our backgrounds span across retail strategy, brand, internationalisation, supply chain management, emerging technologies, entrepreneurship, textiles, sustainability and wearables.


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A decadent collection of artisan cheeses and fine foods accompanied by Paxton & Whitfields cheese board essentials.
Not for export
This decadent collection comes with your own cheese tasting journal for you to make notes about which cheeses you like.
Mont d'Or is characterised by fluffy white moulds, turning grey or blue with age. The cheese can pull away from the spruce bark as it ages and can be brown and even black where it has been in contact with the wood.Read More
Aldwych Goat
Made by one of Paxton & Whitfield's favourite cheesemakers in the heart of the Westcountry, using the unpasteurised milk from the dairy's own herd of white Saanen, brown and white Toggenburg, black and white British Alpine and...
Hamper Box Empty Large
Empty wooden hamper box with a Paxton & Whitfield embossed lid. Perfect for creating your own bespoke hamper. Dimensions of the hamper with lid on: 51cm length, 36cm width, 21.5cm height.
Confit Pear & Vanilla
This confit is hand made in the Pyrenees and uses the traditional flavour of pear with a hint of vanilla. It tastes great with any hard crumbly cheese such as Lancashire and Cheshire.
My Cheese Journal
Paxton & Whitfield's Cheese Journal is a must have item for any cheese lover, from beginners to professionals Ensure you never forget the cheeses you like and where you tried them - A6 sized pages - Convenient pocket or handbag sized...
Cheddar Truckle
This cheese is made with vegetarian rennet but due to lard being used to adhere the cloth to the rind, it cannot be classed as a vegetarian product. In the heart of the stunning Bride Valley in Dorset, Paxton & Whitfield's Cheddar...
Confit White Fig
Our White Fig Confit, hand made in the French Pyrenees, is made with sweet white figs, juicy raisins and a touch of bay leaf. It is the perfect accompaniment to a creamy goats cheese such as Ragstone.
Confit Quince & Apple
One of our confit range, this Quince & Apple Confit, hand made in the French Pyrenees, is the perfect fruit accompaniment to blue cheese with its piquant taste.
Confit Apricot & Orange
One of our Confit range, this Apricot & Orange Confit is hand made in the French Pyrenees. The contrasting acidic and sweet flavours of oranges and apricots are an amazing pairing with soft cheese.
Paxton Soft Cheese Knife
The soft cheese knife has been designed with holes along the blade surface which reduces the friction between blade and cheese, ensuring that even the stickiest brie can be tackled. The Soft cheese knife is made out of Pakkawood and...
Paxton Cheese Hatchet
The hatchet is used for harder cheeses, ones that may require a little more pressure when cutting such as an aged gouda, parmesan or an extra mature cheddar. The Hatchet is made out of Pakkawood with a Stainless Steel blade which runs...
Stilton Jar 500g
There has always been a degree of uncertainty about the evolution of Stilton Cheese, but thanks to extensive research we now have a clearer knowledge of the origins and how Stilton Cheese evolved. 19th and 20th Century texts suggested...
Cote De Duras Red
Youthful fruit characterises this wine from Cotes de Duras, but it is balanced by depth of flavour making it an excellent wine for all occasions. Merlot predominates. Only available to customers aged 18 and over. The Cote De Duras is...
Cote De Duras White
A vibrant wine with plenty of exotic fruit aromas and a soft round palate that finishes with a lovely zingy freshness. Drink on its own as an aperitif or with cheese. Only available to customers aged 18 and over.
Mont D Or Small
Known also as Vacherin Mont d'Or, Vacherin de Joux and Vacherin du Haut-Doubs, this traditional Franche Comte cheese has been made for several centuries by the farmers around the Mont d'Or Massif in the Haut Doubs. The region is famous...
Paxton Acacia Cheese Board Set
A wonderful little set of 4 individual Acacia wood cheese boards held together with a leather strap. Perfect for dinner parties. Designed to be used as individual cheese boards. The Acacia wood is from a sustainable source based in...
Biscuits for Cheese
Our delicious new Biscuits for Cheese are the ideal accompaniment to a cheese board. They are produced by an artisan bakery in the heart of the West Country, using the finest ingredients to brand new, exclusive recipes, developed with...


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The Deficit – The Cause; The Effect; The Cure/
Atlas Shrugged is a fictional but accurate depiction of the Bush/Obama legacy (one being a mere continuation of the other) showing the grotesque distortions of free markets once crony capitalism and excessive regulations take control. "The Eagle Has Crashed," is the first novel by Libertarian, attorney and author Ted Lacksonen and it describes America in a state of post-economic collapse. The book has been vetted by leading economists who say it is frighteningly poignant. Unless your primary means of support is a Styrofoam cup and a cardboard sign, the deficit matters to you. Join Ted and Bob to learn more in this episode.


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"Drink beer. Save wildlife! Join Friends of the National Zoo at Washington, D.C.'s best beer festival on July 20. Enjoy great times and great brews with unlimited beer tastings from more than 70 breweries, exotic animal encounters, live music and entertainment, and fare from popular food trucks—it's a unique after-hours Zoo experience.
Proceeds benefit the Smithsonian's National Zoo and Conservation Biology Institute's mission to save species."
Tickets are $50 for Friends of the Zoo members, and $65 for non-members. Buy them here!


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Is everyone enjoying golf?
To discover a pleasure of golf you need to meet a good mentor. We all care about our score and it gets more fun if we can improve our skill.
Though golf is not just about score. Beautiful nature surrounding also makes golfing one of the best sports. But, if you want to enjoy and become a better player, it is imminent to get lessons from professional who can lead you to brush up your skill.
I want every player to fully enjoy playing golf and willing to raise good instructors. Every golfer has a unique swing form as you can see it from golf professionals. Tiger Woods can swing like him because he has a great body, but his swing might not work for Ernie Else. Each individual has a unique body and we all have different objectives.
I would like to put all my teaching experience to create good instructor and team which will benefit our clients.
That should be the ideal of how we run K's Island.


text:
Pokemon Crossroads launch a new comics community today – Comics Central, with seasoned artist-writers covering a wide variety of different Pokemon genres. You may have seen our articles on comics in the past, where we bring you the latest and greatest comics from across the web in one place.
Now, you can interact directly with the artist and other comic friends! Discuss the latest plot twists and speculate on your favorite character's future. Meet new friends, geek out over the latest comic update, and support your favorite comic artists.
At launch, we have:
- Between Time and Darkness by Canadian Bacon
- Pokemon Mystery Dungeon – Sky Nuzlocke by Gigi
- Mysterious Dungeons by SpeedBoostTorchic
- Nix's FireRed Nuzlocke by onyxr
- Pokemon Alpha by Liokora
- Pokemon: Rising Shadow by Nekomata
- Shinka: The Last Eevee by SilverLunarWing
- Victory Fire by Nekomata
In addition, we welcome established and up and coming Pokemon comic artists to our growing community. Chat with your fellow artist and interact with them all at one place. More details can be found here at our Comics Central Welcome Page.


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Little Brother is Watching TooBy: Carlton Purvis, Published on Mar 20, 2014
Comments (6)
I agree that there is a big difference in the regulation of govt (specifically LE) vs private data collection - but private company regulation (which I also agree is troublesome) is only required because govt agencies make their license plate database available 'publicly', no?
Private companies can take pictures of plates all day.... it doesn't mean anything until they can translate that plate number/letter sequence into identifiable personal data.
So, regulate govt collection parameters, and regulate govt release of personal data (plate 'info') like we do for every other type of personal data - and then regulation of 'taking pictures in public' is a moot point.
What you say? :)
Borderline apropos of nothing, I was just idly wondering whether the ACLU has surveillance in any of their offices, or their staff in any of their homes...
Marty, what license plate data do you think law enforcement is making public? Other than when someone files a freedom of information actrequest, I don't know of any agencies that provide any plate information to the public or to private industry. And even under this filing, the only information released would be a plate number, location and date/time. Any motor vehicle registration information is/ should not be associated with ALPR data and would probably violate a number of laws if provided.
Some agencies do share information with other law enforcement agencies through fusion centers but I don't know of any data sharing to private businesses. Vigilant will allow law enforcement access to the privately collected data from mobile ALPR but the law enforcement data is retained within the respective agencies.
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text: We are happy to present you one of our works made especially for Microsoft store. Interior design is based on the character and image of the company. The combination of the glass walls of green color and glossy floor and furniture of white and black colors make you to feel yourself inside the Microsoft system.


text:
Dania City Manager Robert Flatley on Tuesday accepted an offer to be Davie's new town administrator.
Flatley agreed to a two-year contract with an annual salary of $84,000 and an option to renew for another two years.
The Davie Town Council will consider the terms on July 5. If the contract is ratified, Flatley will start on July 24.
Flatley, who has managed Dania since 1988, was offered the Davie position last week. He would replace former town administrator Irv Rosenbaum, who quit in November.
Flatley was the top pick for the job by Town Council members.
Flatley on Tuesday night announced his decision to Dania city commissioners, who discussed plans for finding a replacement.


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In-Depth Series
Tabletop Gaming
In this series, initiated by klaatu, analog games of various sorts are described and reviewed. See https://en.wikipedia.org/wiki/Tabletop_game for details.
Stardrifter RPG Playtest Part 09 - lostnbronx | 2019-10-22
This episode is Part 9 of the Stardrifter role-playing game playtest. The series is composed of two playtest sessions, held earlier this year. They were recorded and chopped into manageable bites, then edited down into separate episodes.
This series is meant to give listeners some insight into the RPG construction process. Playtesting is not the final step, but rather, just another stage. The construction of an RPG can be convoluted, and feedback from players is absolutely vital.
In this part, the characters agree to join someone else's treasure hunt, with the success (or failure) of their own mission in the balance!
Special thanks to my playtesters: Thaj, Mark (who was playing Brinn), and X1101!
Stardrifter RPG Playtest Part 08 - lostnbronx | 2019-10-15
This episode is Part 8 of the Stardrifter role-playing game playtest. The series is composed of two playtest sessions, held earlier this year. They were recorded and chopped into manageable bites, then edited down into separate episodes.
This series is meant to give listeners some insight into the RPG construction process. Playtesting is not the final step, but rather, just another stage. The construction of an RPG can be convoluted, and feedback from players is absolutely vital.
In this part, the characters reevaluate their life choices, and decide that negotiation is the better part of valor!
Special thanks to my playtesters: Thaj, Mark (who was playing Brinn), and X1101!
Stardrifter RPG Playtest Part 07 - lostnbronx | 2019-10-08
This episode is Part 7 of the Stardrifter role-playing game playtest. The series is composed of two playtest sessions, held earlier this year. They were recorded and chopped into manageable bites, then edited down into separate episodes.
This series is meant to give listeners some insight into the RPG construction process. Playtesting is not the final step, but rather, just another stage. The construction of an RPG can be convoluted, and feedback from players is absolutely vital.
In this part, the characters make some new friends who show them their guns! Bonus Fun: I make tons of mistakes reading my own rules!
Special thanks to my playtesters: Thaj, Mark (who was playing Brinn), and X1101!
Stardrifter RPG Playtest Part 06 - lostnbronx | 2019-10-01
This episode is Part 6 of the Stardrifter role-playing game playtest. The series is composed of two playtest sessions, held earlier this year. They were recorded and chopped into manageable bites, then edited down into separate episodes. The remaining episodes in this mini-series, including this one, were all from the second session.
This series is meant to give listeners some insight into the RPG construction process. Playtesting is not the final step, but rather, just another stage. The construction of an RPG can be convoluted, and feedback from players is absolutely vital.
In this part, the characters fly out to the derelict (though hardly empty) spaceship, and find a way to sneak aboard.
Special thanks to my playtesters: Thaj, Mark (who was playing Brinn), and X1101!
Stardrifter RPG Playtest Part 05 - lostnbronx | 2019-09-24
This episode is Part 5 of the Stardrifter role-playing game playtest. The series is composed of two playtest sessions, held earlier this year. They were recorded and chopped into manageable bites, then edited down into separate episodes.
This series is meant to give listeners some insight into the RPG construction process. Playtesting is not the final step, but rather, just another stage. The construction of an RPG can be convoluted, and feedback from players is absolutely vital.
In this part, the characters take on a contract to deal with some...hippies?
Special thanks to my playtesters: Klaatu, Thaj, and Mark (who was playing Brinn)
Stardrifter RPG Playtest Part 04 - lostnbronx | 2019-09-17
This episode is Part 4 of the Stardrifter role-playing game playtest. The series is composed of two playtest sessions, held earlier this year. They were recorded and chopped into manageable bites, then edited down into separate episodes.
This series is meant to give listeners some insight into the RPG construction process. Playtesting is not the final step, but rather, just another stage. The construction of an RPG can be convoluted, and feedback from players is absolutely vital.
In this part, the characters have a job prospect...but is it legitimate, or are they being conned?
Special thanks to my playtesters: Klaatu, Thaj, Mark (who was playing Brinn), and Brian!
Stardrifter RPG Playtest Part 03 - lostnbronx | 2019-09-10
This episode is Part 3 of the Stardrifter role-playing game playtest. The series is composed of two playtest sessions, held earlier this year. They were recorded and chopped into manageable bites, then edited down into separate episodes.
This series is meant to give listeners some insight into the RPG construction process. Playtesting is not the final step, but rather, just another stage. The construction of an RPG can be convoluted, and feedback from players is absolutely vital.
In this part, we continue to go over the rules of the game, and then start into the adventure!
Special thanks to my playtesters: Klaatu, Thaj, Mark (who was playing Brinn), and Brian!
Stardrifter RPG Playtest Part 02 - lostnbronx | 2019-09-03
This episode is Part 2 of the Stardrifter role-playing game playtest. The series is composed of two playtest sessions, held earlier this year. They were recorded and chopped into manageable bites, then edited down into separate episodes.
This series is meant to give listeners some insight into the RPG construction process. Playtesting is not the final step, but rather, just another stage. The construction of an RPG can be convoluted, and feedback from players is absolutely vital.
In this part, we continue to go over the rules of the game, and discuss them in some detail.
Special thanks to my playtesters: Klaatu, Thaj, Mark (who was playing Brinn), and Brian!
Stardrifter RPG Playtest Part 01 - lostnbronx | 2019-08-27
This episode begins a limited series covering the first playtest of a new role-playing game, based upon my Stardrifter series of books and short stories. The series is composed of two playtest sessions, held earlier this year. They were recorded and chopped into manageable bites, then edited down into separate episodes.
This series is meant to give listeners some insight into the RPG construction process. Playtesting is not the final step, but rather, just another stage. The construction of an RPG can be convoluted, and feedback from players is absolutely vital.
In this first episode, as well as the next, we we go over the rules of the game, and discuss them in some detail.
Special thanks to my playtesters: Klaatu, Thaj, Mark (who was playing Brinn), and Brian!
Pass the pigs - tuturto | 2019-08-21
For more information, have a look at https://boardgamegeek.com/boardgame/2593/pass-pigs
Death Angel - Card game - tuturto | 2019-08-07
For more information, have a look at BoardGameGeek: https://boardgamegeek.com/boardgame/71721/space-hulk-death-angel-card-game
Afrikan Tähti (or Star of Africa) - tuturto | 2019-06-26
For more information about the game and history behind it, have a look at the following links:
- Wikipedia: https://en.wikipedia.org/wiki/Afrikan_t%C3%A4hti
- Board Game Geek: https://www.boardgamegeek.com/boardgame/5130/afrikan-tahti
Dead Earth - klaatu | 2019-04-19
Full shownotes are on mixedsignals.ml
You can download Klaatu's update revision of the game materials here: https://mixedsignals.ml/download/deadearth-bundle-gfdl.7z
Never stop gaming - klaatu | 2019-04-02
Shownotes are on mixedsignals.ml
Navigating the maze of RPG books - klaatu | 2019-03-15
Taxonomy of RPG-related books:
Rulebooks tell you how to play the game.
Optional books of rules add modular components to the base game. They add nuance to specific actions (for example, a book might add rules on owning and managing a castle in a fantasy world, or it might add rules on hacking in a sci fi game; these are things you can do without rules in the game, but if you want added stakes, then these books are ones you would want to obtain).
Adventures (formerly called "modules") provide game plots and locations, in the event that you have no interest in designing your own.
Source books or "settings" provide additional information on the setting of a game, sometimes even providing an alternate game universe with additional rules.
Extra media, like novels, comics, movies, and video games, provide more information (sometimes in canon, sometimes not) about the game universe in which you are playing. Rarely do these have impact on the rules of the game, but they may provide a common language and shared experience for the players.
The only essential purchase is the rulebook. Everything else can be generated by gamers. Purchasing additional material is optional, and can either be seen as a great way to support a company providing your entertainment, or as an insidious plot by greedy corporations to rope you into a perpetual cycle of capitalism. However, RPG is a pretty healthy (and often open) system, so free and open content abounds.
What You Really Are - lostnbronx | 2019-03-05
I got into Dungeons & Dragons back in the 1970s. This is my memory of that time and that gaming group, and especially, of the guy who taught me how to play.
How to DM - klaatu | 2019-02-26
I've gotten a lot of great feedback on the Interface Zero play-through and the episode about getting started with RPGs I did with Lostnbronx. People have told me that one of the biggest blockers to getting started is knowing what to do as GM.
Now, I've read lots of rulebooks and GM guides, and it seems to me that most of them assume you've either played an RPG before, and so you've seen an example of a Game Master at play, or you've seen one on Youtube or Twitch. It's a safe assumption, but it's easy to forget all of those great examples under pressure. So in this episode, Lostnbronx and I are going to provide you with some clear and direct instructions on what exactly a GM does.
The short version is this:
Tell the players where they are and what they see around them.
Listen to the players when they tell you what they want to do.
Tell the players the outcome, based on your privileged knowledge of the game world or on a roll of the dice, of their actions.
You loop over that sequence, and you're game mastering!
But that makes for a short episode, and anyway, there are details about the process that we can talk about to make you feel more comfortable with the prospect of deciphering a game world with your friends.
To that end, Lostnbronx and I have started a website dedicated to gaming! You should check it out, subscribe to our feed. We discuss everything game-related there, plus a little tech and all manner of topics of interest to geeks.
Right off the bat, it's important to understand that every GM is different. No two styles of running a game match completely, nor should they. And while there's no one correct way to run a game, there are plenty of ways to do it poorly. The GM wears many hats, but in my opinion, the most important job is to make sure that everyone has a good time. Your players are giving you an evening out of their lives. Next week they'll probably give you another. It's your job to make sure that time isn't wasted.
By definition, games, even role-playing games, are a form of entertainment -- like reading a book, watching a movie, or enjoying the circus. When you go to that, the GM is the ringmaster, presenting the show; while the players are both the audience, and the main attraction. The GM controls the world, the people, the monsters, the history, even the weather. The GM controls everything, in fact...except for the player characters. A game master presents the situation, but it's the players who decide what to do with that information.
Now, this is all pretty vague, and describing RPG's is far less informative than playing them. Considering this is a podcast, I encourage you to go back and listen to Klaatu's aforementioned "Interface Zero" episodes. These are excellent examples of actual game play. If you're having a hard time imagining how RPG's are presented and experienced, you'll appreciate those shows.
Now then, almost all games are divided into genre types: sword and sorcery; space opera; spies; super-heroes; and pretty much everything else. And I mean everything! If there's a genre of fiction and storytelling that you enjoy, chances are there's a game or game setting for it somewhere. The most popular style of RPG's out there are fantasy. Think "Lord of the Rings". Think "Harry Potter". Think of anything, in fact, because all of it is possible.
A staple of the high fantasy genre of gaming is the dungeon. Now, that term has two meanings in this sort of game: first, the usual meaning, of what amounts to the basement of a castle, with jails, interrogation rooms, storage rooms, and more. The other meaning refers specifically to a type of adventuring environment. Both of these are usually found underground, but an adventuring dungeon may have nothing to do with any castle. It might be a lost crypt, a cave system, an abandoned gold mine, or the lair of some dreaded beast that's been terrorizing the countryside. In the dungeon might be enemies, monsters, and treasure protected by deadly traps. Magic abounds. There might be puzzles, dark secrets, or a kidnapped prince to rescue.
As a new GM, you can start off any way you want, but in my experience, the best way to get used to how the game works, and how the whole process of providing an evening's entertainment to your friends or family works in this context, is to create a dungeon and run your players through it.
Dungeons generally require set-up time; that is to say, you have to design it in advance. Now, Klaatu and I are currently working on ways to ease that burden, with the ultimate goal of eliminating the pre-work entirely. But for now, let's talk about the traditional way to approach all this. What follows is a step-by-step process, but understand, it's only one of an infinite possible number of them.
STEP 01 -- CREATE THE COUNTRYSIDE Some GM's say creating the world is the first step. Some say creating the godly pantheons of the world is the first. Some say it's the history, or the fantasy races. They're not wrong, but trust me, when you're just starting out, none of that stuff matters. In this example, you'll be running the players through a dungeon. That dungeon is out in the country, within the middle of a large forest.
Now, it will make the beginning and end of the adventure easier if you have a small village nearby where the player characters all live. We'll call it Forestdale for the lack of anything better. In Forestdale, there's an inn or tavern. This is where people get together, tell tall tales, and become inspired to go adventuring, so let's give it a name as well: "The Prancing Unicorn". That's home base. Every player character knows this place, and everyone in it knows them.
One of the stories being swapped at "The Unicorn" lately is about a tribe of dangerous creatures living in an underground lair somewhere within the forest. They are led by an evil wizard, or so the tales go. They have been attacking farmers and merchants who travel through the roads and foot paths of the woods in order to sell their goods in Forestdale. One of the merchants says he saw them travel down the Western path near the Old Bridge. Something must be done, but who would be brave or foolhardy enough to even try?
And that's all you need to create for the world right now. Remember, this stuff is new; no one needs large amounts of detail just yet, least of all you. You'll have enough to juggle.
STEP 02 -- CREATE THE DUNGEON FLOOR PLAN One of the rumors to be heard at "The Prancing Unicorn" is that there's an underground cave system or labyrinth somewhere in the forest. Some say it's a myth, others say their cousin's uncle's sister's best friend came across it once. Either way, its existence is shrouded in mystery, and people are said to go in, but not always come out.
This is your first dungeon. You don't want to do more work than you need to. Let's make this dungeon a single level. Later, you can add a secret panel somewhere that can reveal a set of stairs down to a second level (and from there, a third, fourth, tenth, or more). Right now, it's one level, hidden below the forest. It's dark, it's dangerous. It's plenty.
Putting a dungeon together can be difficult, but it doesn't have to be. The traditional way to create one of these is to use graph or hex paper and draw out the floor map. Each square of the graph paper is equal to ten feet, or, say, three meters. You make note of all rooms, caves, doors, hallways, stairs up or down, floor traps, hidden doors, and anything else you want in there. Be sure to put a set of stone stairs that lead from the forest above, down to this dank and gloomy dungeon.
There are no standard symbols for the different things on the map, despite what anyone might tell you, but for now, let's turn the paper landscape style, and at the top of the page, now held that way, outline one square of the graph paper with a pencil. Inside the square, draw three or four small lines at an angle. This will represent a set of stairs. Next to the stairs, write the letter "U". This is the way to get to the forest above. Granted, it's how the player characters will come down here to begin with, but once they are here, they have to go up to leave, hence the "U". If that's confusing, you can write, "To The Forest Above", next to this square, maybe with a little arrow. You can write anything you want, but this is how the player characters will get in and out of your dungeon.
We're going to draw the floor plan from the top of the page down. The entire dungeon map will be on this one side of the paper. In the corner, draw an arrow pointing up, and put a letter "N" there. That's North. We'll be using compass directions from now on. Granted that when underground, it's hard to get your bearings without a compass, but for this first dungeon, we won't worry about that. North, South, East, West. It makes life easy.
On the bottom of the page, to the South, draw a box in the middle of the page that's ten by ten squares in size. This is where the dungeon tunnels all will be leading, and where we'll have the biggest fight of the adventure. We're setting that up now, so we always know where we're heading. Now go back to the stairs at the top of the page.
Draw a long line from the lower edge of the stairs going West. Stop the line a square or two from the edge of the paper. Now do the same thing going East. Next, move down one square, and draw another line parallel to both of these, going entirely from one side of the page to the other, East to West. You've just created a place for the players to explore, so imagine it for a moment: they come down some broken, forgotten stairs. Let's say they travel at least a hundred feet down, tripping over tree roots and walking through cobwebs, until the stairs deposit them in the middle of a dark tunnel, ten feet wide. It stretches to either side, running East and West out of sight (you know that it goes hundreds of feet in both directions, but you'll let them discover that for themselves). They listen, and can hear nothing but the scurrying of unseen vermin. At least, they hope that's what it is. Not a bad start.
Along this hallway, you'll draw little rectangles, like black bars, on random squares along the Southern side of the tunnel. Not too many, just a few here and there, with generous space in between. These are heavy wooden doors. Some may be locked. That's your choice. If they are, put a little symbol near them. It could be as simple as the letter "L", so let's go with that. Now you know where the all doors are in this particular tunnel, and you know which of them will be a challenge for the player characters to open.
This is just the first tunnel of a larger complex. This complex can be as big or as small as you'd like. Let's say it's moderately sized. Before we draw more tunnels, let's draw the rooms behind those doors. This will tell us how much map space we'll have for further tunnels. Some GM's like to draw all the tunnels first, and then fit in the rooms. You can do it however way you want later on; right now, let's just use this method. Pick a door. Draw a box behind it, three or four squares in size. That's the room. Do the same behind the other doors. Make the rooms different shapes and sizes, but not too big. Let the big room at the bottom be the star. When you're done, you have a huge tunnel, with several mysterious doors, behind which are some good-sized rooms.
On the part of the tunnel that ends on the West side, draw a connecting tunnel South for five squares, and then turn the direction back to the East. Draw this tunnel going that way for ten squares. Put a door or two along here, and draw some rooms for them. Turn the tunnel South again, and go five or six squares, and turn it East again for four squares. Draw a door and room. Maybe it's locked, maybe not. Continue with this meandering, jagged floor plan, wandering East and then West, but always moving South. Add occasional doors and rooms as you go, until your tunnel finally ends on the Western side of the large ten by ten square room at the bottom of the page. Draw a door to get in there.
Now go back up to the long tunnel at the top, and repeat this whole process on the Eastern side, eventually bringing that part of the tunnel to the Eastern edge of the big room at the bottom. Put a door there.
Now, number your rooms on the map, starting at at the top, and working your way down, until you've marked each one. Room numbers are essential, because you'll be keeping track of each one.
The floor plan to your first dungeon is complete. Now you need to put interesting things in it.
STEP 03 -- POPULATE YOUR DUNGEON Okay, on a separate piece of paper, list the rooms of your dungeon. Start at #1, and go down. Beside the room number, you put in a brief description, along with any monsters, treasure, or other points of interest. You'll be consulting this list throughout the game, so write down everything you need to know, in order to minimize the amount of time you'll inevitably have your nose in the rulebook while playing. Monster statistics, including their weapons, and and the damage they do, should all be on this list, though there are ways to simplify the process, once of which I'll go into in a moment.
When putting creatures and things into your dungeon, the first thing to remember is to not overload it. Each room does not need a monster. Not every room needs treasure. It might be helpful to think in terms of what you'd like to see in the dungeon as a whole. Remember the stories of evil creatures, and possibly a wizard, which you heard at "The Dancing Unicorn"? We'll use that as our springboard. This is a starting dungeon, not just for you, but also for the player characters. Starting dungeons mean low-level monsters, so let's go with goblins.
Goblins are generally quite impressed with magic, so we're going to assume a wizard of dubious character has bullied a small tribe of them into being his thugs. They've been waylaying passing merchants and farmers, stealing their wares, and carrying off food (along with the occasional peasant worker, as goblins love the taste of human flesh). Stupid, but dreadful creatures, they have displayed a level of tactical organization that's not normal for them. This, of course, is because the wizard's in charge. Look up the statistics for goblins, and understand what they're like. For this adventure, we're not going to worry about goblin captains, or goblin chiefs, both of which are tougher than your average goblin. No, all the creatures for this adventure have the same statistics. Don't drive yourself crazy writing them down, over and over. Write them once at the bottom of the room description page, and every time the player characters run into a goblin, consult them.
Let's say there are a total of fifteen goblins in this dungeon. They won't all be together; the player characters will encounter a few of them here and there, in various rooms, or maybe ust wandering the tunnels. The rooms themselves will have the spoils of all their raids, including barrels of wine, hams and sides of beef; furs, and a few copper, silver, and gold coins. If there's wine in one of the rooms, maybe the goblins there are drunk, fighting at a penalty to hit and damage. And remember, not all rooms need things in them. Maybe this was once a temple, and there's just broken furniture, and rotting religious robes in some of the rooms. In one, there might also be a tapestry against the wall, depicting a miracle of whatever god this place was once dedicated to. What you might not tell the player characters up front is that the tapestry could fetch a fair amount of gold coins in the market back in Forestdale. Too big to carry while exploring the dungeon, such a thing could always be rolled up and fetched on their way out. Not all treasure is found in wooden chests.
Then again, a lot of it is, so why not put one in the big room to the South? Of course, you have to defeat the evil wizard and his goblin cohorts, wh are hanging out in there. As a rule of thumb, you might want to sprinkle half the goblins throughout the dungeon, leaving the other half here, for the final fight. Stealth matters. Approaching the big room noisily, and kicking open one of the doors, is not stealthy. The player characters might be able to catch the wizard and his minions off-guard, if they move quietly.
In order to be a credible threat to the player characters, this wizard should be of a slightly higher level, say 2nd or 3rd. He'll have some aggressive spells, and he'll have his goblins handy. You'll roll up the wizard the same way the players rolled up their characters, only you'll make him more experienced, and with more spells at his command. Maybe he even has a magic item of some sort. Should the players defeat this guy, this magic item will be part of the treasure; until then, it's something the wizard will use against them. Don't make it too tough. Maybe don't make it tough at all: a +1 Ring of Protection, maybe. Or perhaps, a +1 dagger. That might not sound like much, but it's more than the player character's have when they start.
Not enough excitement, maybe? Just add in a couple of giant rats in one of the rooms. Maybe some large spiders in another. Don't forget to put their statistics down in the room description. Judging how tough or easy a dungeon needs to be comes with experience. My suggestion is to err on the side of toughness, to put more challenges in there than maybe you feel comfortable with. If the player characters are looking depleted and injured, you can say the room is empty, instead of filled with spiders. Also, it doesn't hurt at all to remind the players now and then that it's okay to retreat. They can always come back another day when they're rested, and have made plans based on the knowledge they gained the first time around. It sets up a grudge match...the heroes vs. the evil wizard and his goblin hoard. You, as the GM, just repopulate the goblins, move them around a bit, so they're not all in the same rooms as before (though the big room should still be for the final fight), and //voila//! You've just provided your players with two night's worth of entertainment, for the effort of only one.
And there you have it: a stocked dungeon that dovetails into the local lore of the countryside, ready for your players to explore.
STEP 04 -- ROLLING UP CHARACTERS Some GM's will want a whole night just for this process. Others will just have the players arrive at the game with their characters ready to go, especially if they are experienced with the game. I won't go over the character creation process here, because each game is different, and some are VERY different. I mention this now, though, because the players need characters, and creating them comes before the adventure starts. If the game is as new to them as it is to you, take that whole night to help them create their characters. It's fun all on its own, and it allow's everyone to be familiar with the other characters -- something vital to party survival.
I'm not going to go into detail about the process of rolling up characters, because, like you, Klaatu and I have dedicated an evening just to this process. In a previous episode in this mini-series, the two of us created a character from the ground up, so you can hear what's involved, and how you might want to approach the process with your own players.
If designing your own custom dungeon seems intimidating to you, there is another way. And it's a time-honoured, legitimate way to play, and it's quite often the way I play: you go find an adventure that someone else has already written.
An adventure is the scenario you and your players experience when you sit down at the table to play. It's arguably the *game* (the rulebooks are the game engine, or the mechanics). Wizards of the Coast, Paizo, Catalyst, Kobold Press, Frog God, and many others publish adventures (sometimes called "modules", "scenarios", or "adventure paths") written by professional game designers. Published adventures provide the story framework for your game.
Not all systems publish adventures, though, or you may choose not to use one. If that's the case, spend some time developing a story. Writing a good game is part science, part craft, and part magic, but if you and your players are up to the challenge, then running blindly through a story that's mostly being created spontaneously on the spot can be a lot of fun. If that sounds overwhelming, though, get a published adventure!
Quick tip: Free, small, or introductory adventures are often available from http://drivethrurpg.com, http://dmsguild.com, and https://www.opengamingstore.com
Many adventures have text blocks that provide you with introductory text for each part of the game, they explain clearly what the goal of the players is during that segment, and give you guidance on what players will find in the area and how those discoveries lead to the next plot point.
Broadly speaking, there are two types of published adventures: there are "one-shots" and there are "modules" or "adventure paths".
A one-shot adventure is analogous to a quest in a video game: it's a single, clearly-defined task with a very obvious and immediate result; for example, goblins are terrorizing the hapless citizens of the local village, so go to their cave and clear it out: if you do, you'll relieve the villagers of the horrors, and you get to keep any gold or weapons you find.
The advantage is that it's designed to be a quick, one-time game session, so it's perfect for playing with friends you only see once in a while, or with someone who's never played before and just isn't sure if it's something they want to commit to. Don't be fooled by the page count of these small adventures: it may only be 5 to 10 pages long, sometimes less, but you'll be surprised at how long players can spend exploring a boundless world existing only in their imagination.
Adventure paths or modules or campaigns are bigger stories with loftier goals. You can think of them as lots of little one-shots strung together so that once players accomplish all the tasks and solve all the mysteries over the course of 200 pages, they have a final showdown with some Big Bad, and win themselves a place in the legends of the game world. It's an epic poem instead of a short story. It feels grander, it feels important. The losses along the way are more profound, and the victories sweeter. These campaigns take months to play through and usually expect a gaming group to meet weekly or fortnightly or at least monthtly to work their way through the tale.
I should mention one more kind of book you might stumble across, and those are source books. I mention this because I've had friends go and buy books more or less blindly, and then they bring them back home disappointed that instead of a book of lore about dark elves, they bought an adventure set in the underdark. Or the other way round: they wanted an adventure and ended up with a rule book.
This happens with the bigger systems that produce a lot of media, like {D&D, Shadowrun, Pathfinder, Warhammer}, so get clarity on what you're buying before you make a purchase. If you come across a cool ShadowRun book called RUN FASTER expecting a campaign to run with your friends, you'll be surprised to find that you've purchased a source book full of metatypes, expanded rules, and alternate character creation methods: sort of a Shadowrun Core Rulebook part 2. Same goes for, say, Volo's Guide with D&D, or Ultimate Campaign in Pathfinder. It can be overwhelming and they're not aways labelled clearly (or if they are, the label gets lost in the word cloud of RPG jargon that you're not used to yet), so do a little research first.
I've played through dungeons that a GM created over his lunch break, and I've played through adventures written by clever game designers, and I can confidently say that they're both great ways to RPG. But as a GM, if you feel overwhelmed by the idea of designing a dungeon, a published adventure is a great way to start. Aside from reading a chapter ahead before each game night, all the prep work is done for you, and there's very little thinking required.
Another part of being GM is deciding when a die roll is necessary. Die rolls represent the chance of success or failure when a specific action is taken, but the confusing thing is: if you think hard enough about anything in the world you can find a chance of success or failure. As a GM, it's up to you to decide what's "important" enough for a roll. Strictly speaking, that's determined by the rules. The rules told you what requires a roll, and you're expected to know the rules well enough to make the call.
In practise, however, you have a lot of stuff to track in you head, and remembering what requires a die roll, or deciding to request a die roll even though it may not be strictly required, can feel overwhelming for a new GM.
Good news: Players intuitively know when to roll dice. A player knows their character's skills (because they built the character and wrote it down on their character sheet), so sometimes the actions they choose to take are chosen because it falls within a category of a skill they happen to have. A thief probably wouldn't ever think to *look* for hidden door if the thief were a fighter (who would more likely think to pound on the wall rather than to slyly look for a hidden door). So if your player reaches for dice, let them roll because they're probably right.
I'm sure it's possible to take it too far, but people like to roll dice. It's part of the fun of an RPG, the uncertainty of subjecting yourself to the whims of fate. So when in doubt, either make your players roll dice, or roll dice yourself. I use dice rolls to help me decide everything from NPC reactions to weather conditions. It's usually safe to default to rolling.
Worst case scenario is that die are only picked up for fights and a literal interpretation of skills: and that works because those are the rules as written.
Players drive the story. In video game or movie terminology, they control the "camera". When players are exploring or investigating, let them ask questions or take actions ("I look in the closet"), and answer them as you see fit ("You open the closest and see an array of fine garments.")
"I'll move the clothes aside and examine the walls, and the floor. I'm looking for trap doors or hidden compartments, or anything suspicious."
And so on. Players can choose to investigate and explore for as much as they want. That's the beauty of a pen-and-paper RPG: the world is infinite. That said, you're the GM and you owe it to your players to keep the game moving. You don't to let your players spend 3 real hours searching a room that, in the end, has no bearing upon the plot whatsoever. That can be a delicate matter, because the nature of the game means that you know things that the other players don't, meaning much of the puzzle for players is what they don't know.
Usually I let players explore a space on their own until I feel that they've explored the obvious parts of it, and then I remind them where the exits are, or I remind them how many other rooms there are to explore, or some subtle clue to say, without saying, that they've secured an area.
If players are especially suspicious of something, though, you certainly have the power to generate a subplot, and often times you should do that. It's fun for you and rewarding to players. For instance, if a player is convinced that there's a secret panel in a closet and spends a lot of time investigating, then you might decide that there IS a secret panel in the closet, and then roll on a random table to determine what could possible inside that compartment. Or you could leave the compartment empty, thereby creating a story hook to return to later...what used to be in that compartment? who took it, and why? What were the implications?
Keeping the gaming moving is an inexact, unscientific process, but usually it comes pretty naturally. When you start to get bored of the players exploring, you can bet that they're probably getting bored too, and that's when you know to urge them forward. If all else fails, you can always have something lure them from one space to another: a mysterious sound, an oncoming threat, or a supernatural or divine instinct.
Dirt cheap Magic - klaatu | 2018-09-12
In this episode, Klaatu talks about playing Magic: The Gathering for cheap.
See rpggeek.com/thread/532036/how-build-deck-magic-gathering by Eric Jome for a good deck building formula.
BattleTech - tuturto | 2018-08-01
Following links might help you to get more familiar with the game.
Manufacturer's website: https://bg.battletech.com/
Forums, where fans have discussions about the game: https://bg.battletech.com/forums/
Sarna, extensive wiki: http://www.sarna.net/wiki/Main_Page
Intro to De Bellis Antiquitatis - tuturto | 2018-07-11
In this episode tuturto paints rambles about De Bellis Antiquitatis while painting more toy soldiers, so expect long pauses and missing thoughts as he tries to do two things at the same time.
De Bellis Antiquitatis (or DBA for short): https://en.wikipedia.org/wiki/De_Bellis_Antiquitatis
While the original site seems to be gone, WADBAG unofficial guide to DBA can be found at: http://www.wargames-romania.ro/wordpress/wargames/de-bellis-antiquitatis-dba/the-unofficial-guide-to-dba/
Kill Dr. Lucky - klaatu | 2018-06-11
Details about Kill Doctor Lucky on Paizo.com.
Pandemic: Reign of Cthulu board game review - klaatu | 2018-06-07
Pandemic original edition
Mods can be found online. For instance: fractuslearning.com/pandemic-board-game
Howto get started playing RPGs - klaatu | 2018-05-11
Have you ever wanted to start playing a tabletop RPG, but weren't sure where to start? In this one-hour episode, Lostnbronx and Klaatu introduce you to role-playing games, including what you need to have in order to get started, how to build a character, what a game session is like, and how to find other people to play with.
Some resources mentioned in this episode:
The easy way in: Dungeons & Dragons 5th Edition Player's Handbook
A collection of free RPG systems Brent P. Newhall's Musæum of Fantastic Wonders
The OpenD6 system is a free and open and very flexible game using only standard 6-sided die
is a good, albeit dated, introduction to RPG modules and gameplay in general. It won't exactly fit anything you play, but reading it through might clarify how a typical game works (and actually it's pretty easy to adapt into a modern game like Pathfinder or D&D, if you want.).
Klaatu has a weekly podcast called Chronicles & Commons, wherein he talks about fantasy [Creative Commons and public domain] folklore in the context of RPG gaming (which in turn is discussed in context of storytelling).
the_remora Builds a character in Edge of the Empire - the_remora | 2018-03-29
Link to the Character Sheet
- Link to Edge of the Empire by Fantasy Flight Games: https://www.fantasyflightgames.com/en/products/star-wars-edge-of-the-empire/
Link to the Tool I used to Build this character: http://www.legendsofthegalaxy.com/Oggdude/. I recommend using the web installer.
Unofficial Organized play similar to D&D Adventurers League: http://www.legendsofthegalaxy.com/
Thanks and sorry the Audio was so bad, I was forced to use Bluetooth headphones because Audacity would not take audio from my USB headset.
Interface Zero Play-through Part 3 - klaatu | 2017-12-05
Klaatu, Lobath, and Thaj continue their play-through of the Interface Zero RPG, using the Job InSecurity adventure.
Lyphrygerator composed by William Kenlon, used with permission.
All other music by Klaatu.
Some sounds from freesound.org used for texture. Obligatory credits will appear in final episode.
Interface Zero RPG Play - klaatu | 2017-11-23
The second session of Interface Zero RPG live play with Klaatu, Lobath, and Thaj.
This week, Chiawei and Syd reach Peter's apartment and do some quick detective work, and a little bit of minor bone-breaking.
If you're really keen to play, send Klaatu an email (Klaatu at the domain of this podcast, or member.fsf.org). The recording schedule is inflexible, Klaatu has oddly high standards for audio that he is inevitably compresses down to 64kbps, and the game has already started, but a new character or guest character is not out of the question!
No give-away this week, but we'll be giving a (digital) Pathfinder starter kit out next week.
Interface Zero RPG Play - klaatu | 2017-11-16
Klaatu, Lobath, and Thaj play a session of Interface Zero, a role playing game using the Pathfinder rules.
If you're new to RPG and want to hear how it's done, or you're just bored and want to hear some nerds play through a cyberpunk adventure, this is for you! Also - for one lucky listener - we have an RPG starter kit. Listen for details.
Kickstarter Post Mortem - klaatu | 2017-11-14
Klaatu tried to fund art for a card game on Kickstarter. Missed the goal by 85%
This is a post mortem of how the Kickstarter went and where he may have gone wrong. Possibly you can learn from his mistakes. Possibly he has misdiagnosed his mistakes, and you are being misled. Choose wisely.
Petition: the card game for fanatics - klaatu | 2017-10-17
Klaatu talks about a card game that he designed and is currently Kickstarting. Hear all about the exciting game play in this episode!
It's a neato fantasy battle game, and is Creative Commons and open source. He hopes to finance, specifically, the artwork, which is being done by artist Nikolai Mamashev on Linux with Krita.
If you want to contribute, go to https://www.kickstarter.com/projects/s8hzk27aqx/petition-a-card-game-for-fanatics
Still in the game - klaatu | 2017-09-29
In a counterpoint to episode 2381, Klaatu talks about how PC gaming compares to tabletop gaming.
PCGen - klaatu | 2017-09-06
Building characters for your next exciting tabletop RPG session? Use PCGen, and here's how!
Pathfinder Adventure Card Game - klaatu | 2017-05-02
Klaatu introduces you to the Pathfinder and the Pathfinder Adventure Card Game.
And since it's in the same neighborhood, Klaatu also mentions the Open Game License and mentions more than once Forgotten Realms.
Tunnels and Trolls and Dungeon Delvers - klaatu | 2017-04-24
Klaatu reviews the solo RPG experience provided by Tunnels & Trolls community.
Additionally, he mentions a nice Creative Commons rulebook (if you can call 2 pages a book) called Dungeon Delvers.
Gamebooks: Lone Wolf - klaatu | 2017-04-10
Klaatu talks about the Lone Wolf series of solo RPG gamebooks from the 1980s.
Dungeoneer Tabletop Game - klaatu | 2016-12-01
Klaatu reviews the RPG card game, Dungeoneer, especially concentrating upon solitaire play.
If you're keen to play, you'll want to use Klaatu's re-write of the official rules, or his re-write and touch-up of the unofficial solo rules. Neither of these are unique in themselves, but Klaatu humbly believes that they're a lot easier to comprehend than those online or in the box.
Dutch Blitz Table Top Game - Steve Saner | 2016-11-29
Dutch Blitz Tabletop Game
Dutch Blitz was created by Werner Ernst George Muller, from Pennsylvania, in the United States, in 1959. It is similar to the game Nertz, which is played with standard playing cards. Nertz had been around since the 1940s. It isn't totally clear to what extent Mr Muller was influenced by the game of Nertz. He was an optometrist and it is said that he thought the game might help his children learn about colors and numbers.
The game has a theme that originates with the Pennsylvania Dutch culture, which was formed by early German immigrants to eastern Pennsylvania in the United States. The symbols used on the cards are representative of that culture, which tended to be agricultural and of a conservative protestant Christian faith.
Each player has their own deck of cards. The standard set has 4 decks, so it can accommodate 2-4 players. There is an extension pack that adds 4 more decks, supporting 4 more players. Each deck has 40 cards made up of number cards from 1 through 10 in four different colors (suits): red, blue, green, and yellow. Additionally, the red and blue cards have a picture of a boy and the green and yellow cards have a picture of a girl. The decks are differentiated from each other by a symbol on the back side of each card. The four standard decks have the following symbols: pump, buggy, plow, and bucket.
Blitz Pile - A pile of 10 cards that are dealt by each player before game play starts. One of the goals is for the player to get rid of their Blitz pile. When one player clears their Blitz pile, the round is over.
Post Piles - Three piles of cards to the left of the Blitz pile that are used by the player to help sort through cards during the game play. These piles begin as 3 cards dealt out by the player before game play. Cards can then be added to these piles in descending order and alternating "gender". If one of the Post piles is cleared, the player may take a card off of their Blitz pile to start a new one.
Wood Pile - During game play, the player rotates through their deck by taking 3 cards, face down, and turning them face up and placing them on the Wood pile. The top most card is available to be played.
Dutch Piles - During game play, players can start a Dutch pile when they have a playable card with the number 1 on it. These piles are placed in the middle of the table. The piles can then be built up, in sequential order and of matching color. Any player can play a card on any Dutch pile.
Game Play
The game is played in rounds. The players do not take turns. When play starts, all players begin playing at the same time as fast as they can. When a player is able to clear their Blitz pile, they shout the word "Blitz" and all play must then stop. That is the end of the round.
When the round ends all of the cards that have been played on the Dutch piles are sorted into their representative decks. Each player counts the number of cards that they have played and then subtracts two times the number of cards left on their Blitz pile. That is their score for the round.
In order to maximize one's points for a round, the objectives are two-fold. You want to play as many cards as possible on the Dutch piles, but you also want to get rid of as many cards on your Blitz pile as possible.


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Insights that help create great partnerships
At Cube Creative, we welcome establishing mutually beneficial partnerships with other businesses. Over the years, we have discovered a few insights that make our partnerships work better.
Review of 6 Simple Steps to Build a Culture that's Obsessed with Customer Feedback
Did you know that only 11% of large companies have good customer experience programs. Yet one bad experience can lead to 22% of their customers decreasing spending! Fortunately you as a small business owner can learn from their mistakes!
HubSpot has an article entitled "6 Simple Steps to Build a Culture that's Obsessed with Customer Feedback".
Three reasons to keep your Joomla or Wordpress website upgraded
Content Management Systems (CMS) are programs on which most websites run. This is special software that lets you edit pages and add content with very little technical knowledge. Using these programs comes at a price. While keeping the current version of a CMS like Wordpress or Joomla seems like the easier route, keeping outdated software comes with some risks.


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Added: 16th May 2014
Turfdry has begun work at Enfield Golf Club as part of a broader flood prevention and mitigation scheme in conjunction with the Environment Agency and Enfield Borough Council.
Following the dramatic upturn in major weather events experienced nationwide in recent years, the Environment Agency is constructing a barrier to protect homes in the local area from flooding. Whilst this is no doubt excellent news for local residents, those with a golf membership have reason to be concerned: parts of the golf course have been designated as flood plains as part of the scheme!
Liaising closely with the Environment Agency, the local Council, and of course the Golf Club, Turfdry have designed a comprehensive remediation scheme. The initial work will see a high-specification Turfdry Drainage System using Hydraway Sportsdrain installed, to return the course to play as quickly as possible following storm events that result in the fairways being submerged. A second phase is being discussed, which will see the construction of several ponds and in-course water storage areas that will help to reduce the frequency of the flooding events.
Make sure to check back to our news section soon to see how our other projects are progressing.


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Feeding Limbs Discovered in Ancient Sea Creature
Scientists have uncovered the preserved fossils of an ancient arthropod with primitive limbs under its head, according to a new study.
The fossilized animal, called fuxianhuiid, was unearthed in a new fossil-rich site in South China. Fuxianhuiid is a sea creature that existed around 520 million years ago, nearly 50 million years before primordial land animals first emerged from the sea onto land during the early part of the Cambrian explosion, when multi-cellular organisms rapidly evolved into diverse marine animals.
Until now, fossils found of fuxianhuiids had their heads obscured by a wide shell or "carapace", making it difficult for the researchers to make a detailed study of their internal organs. But, when a team of researchers from University of Cambridge in the U.K. and Yunnan University in Kunming, South China, excavated a fossil rich-site called Xiaoshiba in China, they found several specimens of fuxianhuiids with their bodies flipped over before fossilization.
One of the specimens was well-preserved. This allowed scientists to make a detailed examination of its head. They found that the fuxianhuiid had primitive limbs under its head, which were used to push food into the mouth as the arthropod crawled across the seabed millions of years ago. The discovery reveals one of the earliest evolutionary examples of limbs used for feeding, as well as the oldest nervous system that extended beyond the head in fossil records.
"Since biologists rely heavily on organization of head appendages to classify arthropod groups, such as insects and spiders, our study provides a crucial reference point for reconstructing the evolutionary history and relationships of the most diverse and abundant animals on Earth," Javier Ortega-Hernández, from Cambridge's Department of Earth Sciences, said in a statement. "This is as early as we can currently see into arthropod limb development."
Arthropods were the first jointed animals, enabling them to crawl. Fuxianhuiid-like sea creatures are likely to have evolved from creatures resembling worms with legs. They spent most of their time crawling across the seabed and using their limbs to shovel food into their mouths. They might also have used their bodies to swim for short distances, said the researchers.
They hope the findings would shed light on the evolution of the most primitive state of animals. "These fossils are our best window to see the most primitive state of animals as we know them - including us," said Ortega-Hernández. "Before that there is no clear indication in the fossil record of whether something was an animal or a plant - but we are still filling in the details, of which this is an important one."
The findings of the study are published in the journal Nature.


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The DIY resource for Mazda Miata enthusiasts!
|Questions? Comments? Email me here
9/20/08 - Added more to the ExhIntake guide. Now included is the cam specs for NA and NB miata intake and exhaust cams and a template for cam gear cutting if you don't want to use an adjustable gear.
5/25/08 - The Exhintake guide is up!
5/9/07 - The Low-Profile 4x6 headlights writeup is done. School was getting in the way plus I needed to make some fixes so that aiming the beams is better/easier.
4/9/07 - The Low-Pro 4x6 headlights are done. The "kit" is relatively easy to make and is based off headlights and buckets from a 1990 Eagle Talon. I did not have time to do a writeup, but it should be up within a few days.


text: The postponed Andrew Hill Challenge Cup was eventually played on Wednesday, 22nd August, 2018, in the form of a mixed team of Lady & Gent playing an aggregate net medal round over nine holes with a shotgun start. Eight teams took part in the competition and the winners with a score of net 71 were Moira Wilson & Matthew Brass, followed by Sheila Irvine & John Coyle on net 72, and in third place were Pat McGhee & Bruce Bett on net 73. The entry fee was £3 per person, making a total of £48; the winners received £20, the runners-up £15, and third £10. We were blessed with warm and sunny weather with a slight breeze, and a very special thanks to the ladies for their essential support.


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The dynamic exterior doesn't make any false promises. Carrera RC Gear Monster 2 is around 28 cm long, looks powerful and stylish - and is powerful and stylish, and it's a great drive on the roads and in the rough. Differential gears and full function controls enable it to perform breathtaking manoeuvres. This remote control car offers all-round suspension, pneumatic tyres and can be steered in any direction.
The 2.4 GHz technology allows up to 16 cars to race at the same time and full function controls provide smooth and accurate steering and driving. The RC Auto with its 3.7 V - 600 mAH Li-Ion battery can zoom around for up to 20 minutes and is ready again after a recharging break of around 90 minutes. The Carrera RC Gear Monster 2 is delivered 'ready to run', so the package includes batteries, a power pack, a controller and a recharger.
Carrera RC Gear Monster 2 is the first choice for genuine offroad fans!