Sunday, June 29, 2014

Two New Reviews - Coming Right at You

I have a couple books to review and share with all of you out in blog land -  Mad Monks of Kwantoom by Kabuki Kaiser, and No Country For Weak Men by Anders Hedenbj√∂rk Lager.

Mad Monks of Kwantoom is a Labyrinth Lord -compatible sourcebook for Asian-themed adventures. From the intro:

"Are you looking for an Oriental Adventure Companion compatible with whatever system you fancy for your Old School Gaming campaign? A Chinese-style monster manual with a twist? A tome collecting a hundred brand new mundane magic items? An Asian-themed urban setting? A game aid to help you fill in the gaps when improvising? An endless campaign that you can play solo or with your family and friends without a DM? Good, because you'll find all this gathered together in one nifty package right here."

There's quite a lot to be had in the book's 229 pages, including an Asian setting, new classes and races and, most impressively, a DM-less adventure generator for those who would like to bash heads and gather baubles without the benefit of a referee. Honestly, there's too much here for me to comment on all of it, but it is a wonderful gaming resource and I think well worth the price. Find it HERE on

No Country for Weak Men is a free adventure done for Blood & Treasure (but of course, adaptable to other old school systems), Anders' first. Appropriate for a band of 3rd to 4th level characters, it is set in the frozen north (or I suppose frozen south if you'd prefer). No Country For Weak Men is a traditional dungeon to explore and, hopefully, plunder. From the book:

"Long before the Northmen came, a cruel and proud people lived here. They were the descendants of the Elder People (Fey Elves). Just like the Fey Elves, they performed great magical experiments, consorted and even interbred with powers from Beyond the Veil. And like the Fey Elves, these experiments eventually brought their doom. In a last attempt to evade fate, the High King weaved a spell to ensure his return once the Stars Were Right. Once revived, he would start to rebuild his realm. Unfortunately, the magics only worked in part. That is what happens when taking hints from Demons. Instead of coming back to life, the High King and his people return as insane undead horrors - the Draugr."

This looks like a good one - a good old-fashioned dungeon romp against the undead. The dungeon is relatively short - 15 locations - so it could be a great gap-filler for a party making its way through a cold, northern land, or could be used to introduce the northlands to adventurers if a map or other Macguffin was inserted into the dungeon. Check it out HERE.

Friday, June 27, 2014

And Now For Something Completely Different ... Salsa!

Every other year, I plant a garden in my backyard. Tomatoes are a mainstay, because they actually do very well in Las Vegas. This year, I also planted a few watermelon vines. I had good luck with them a few years ago, so I'm giving them another go.

This post isn't about gardening, though - it's about what to do with the fruits of your gardening labors.

Gaming isn't just about dice and adventures and rules - it also has an important social aspect. Games are usually hosted by someone, and a good host provides some snacks for his or her guests. It's not just my rule - Zeus himself frowns upon a stingy host!

Now, those aforementioned tomato plants in my backyard are pretty darn productive. One of things my wife and I like to do with the hundreds of these tomatoes we grow is make salsa. I don't need to tell you the value of salsa and corn chips as a snack.

What follows is the very simple recipe we've come up with for salsa. We do a pretty big batch, so you might want to cut things down (especially if you have to buy your tomatoes from a grocery store).


  • 16 tomatoes (about 2 inches in diameter, though sometimes some cherry tomatoes and beefsteaks get into the mix)
  • 2 avocados
  • 2 jalapeno peppers (or more - my family is full of lightweights)
  • 2 limes (small)
  • 1 large red onion
  • 1 clove of garlic
  • Frozen corn (one bag)
  • Black beans (one can)
  • Cilantro
  • Salt (we like sea salt)
  • Pepper (fresh ground is best)
  • Red pepper flakes
  • Olive oil

I throw the olive oil, corn and beans and minced garlic into a large skillet and heat it up. Naturally, I throw in a bit of salt and pepper.

While it's warming up (you don't really want to cook it), I cut all the tomatoes in half, the avocados in half, the jalapenos in half (and remove the seeds - again, I live with lightweights), the limes in half and the red onion in four parts. The cilantro is chopped up pretty fine - about a half cup.

In a blender, I throw four of the tomatoes, half an avocado, half a jalapeno, a fourth of a red onion, a wad of cilantro, a sprinkle of red pepper flakes and the juice of half a lime. I chop this up in the blender - the tomatoes usually blend pretty good - and dump this into the skillet with the corn and beans.

Repeat the blender part three more times. When everything's in the skillet, I let it come to a light boil, stirring often. My wife usually chops a few more tomatoes up and we add these when the cooking process is completed, so there are some nice chunks of tomato in the salsa. The blender (or food processor if you prefer) saves a lot of work, and seems to produce a smooth salsa. Obviously, you can add or subtract ingredients as you like - be creative (though maybe not as creative as my daughter, who wants to throw a couple Jolly Ranchers in with the veggies just to see what happens).

When all is done, we spoon the salsa into some handy jars (we usually get more than three tall jars full - the extra is gobbled up while it's warm) and enjoy salsa for a couple weeks. Naturally, you want to keep it refrigerated - my wife sometimes freezes it. If you're into putting up preserves and know what you're doing, I would suggest using that process to preserve the salsa.

When you have a game, break out the fresh salsa and a bag of chips and have at it!

Saturday, June 21, 2014

Odds and Ends (or Monster and Spells to be Precise)


Large Ooze, Neutral (N), Non-Intelligent; Solitary

HD 8
AC 12
ATK Slam (1d6 + 1d6 acid)
MV see below
SV F10 R11 W11
XP 800 (CL 9)

Sinooze is an ooze that seeks out skeletal remains. It oozes over them and penetrates the bones with microscopic feelers, absorbing and reading the DNA. Using this information, it expands and takes the shape of the creature's musculature.

The sinooze attacks and moves as the creature whose bones it animated. In addition, the monster deals acid damage when it successfully strikes. This acid damages organic materials and metal, but not stone.

Sinooze are flammable. When struck with fire, it suffers half damage, but is lit on fire. Subsequent successful attacks by the monster deal 1d6 points of fire damage. The monster continues to suffer 1d3 points of fire damage each round while ablaze.

Cold damage forces the ooze to pass a Fortitude saving throw or become thick and sluggish. Its movement is cut in half, and it becomes vulnerable to bludgeoning damage (i.e. takes full instead of half damage).

Special Qualities: Resistance to fire, weapon resistance

Bite of the Wolf
Level: Druid 2
Range: Personal
Duration: 1 hour

The druid's mouth becomes a wolf's muzzle. The druid gains a bite attack that deals 1d4 points of damage. Victims of the attack must pass a Reflex save or be tripped and knocked prone.

Coils of the Constrictor
Level: Druid 2
Range: Personal
Duration: 1 hour

The druid's body becomes sinuous and flexible. On a successful grapple attack, the druid deals 1d4 points of damage and constricts his opponent for 1d4 points of damage per round until the grapple is broken.

Dwarfblood (Transmutation)
Level: Magic-User 1
Range: Personal
Duration: 1 hour

For one hour, the magic-user gains the special racial abilities of a dwarf.

Elfblood (Transmutation)
Level: Magic-User 2
Range: Personal
Duration: 1 hour

For one hour, the magic-user gains the special racial abilities of a elf.

Fangs of the Viper
Level: Druid 3
Range: Personal
Duration: 1 hour

The druid's mouth becomes fanged. The druid gains a bite attack that deals 1d3 points of damage and injects Poison III into the victim.

Flashing Blade (Transmutation)
Level: Magic-User 1
Area of Effect: One blade
Duration: 1 hour

This spell can be cast on one medium or large blade, which must be touched by the magic-user. For one hour, the blade shines with a bright, blinding light. When the sword is used for an unsuccessful attack, the target of the attack must pass a Reflex save or be blinded until the end of the next round.

Foreboding (Illusion)
Level: Magic-User 2
Range: 30 feet
Area of Effect: One creature
Duration: 6 hours

The target of this spell has terrible feeling of foreboding. While under the effects of the spell, she believes every find trap task check she makes succeeds (i.e. finds a trap), every remove trap task check fails, and all listen at doors task checks result in her hearing weird, threatening noises on the other side of the door.

Gnomeblood (Transmutation)
Level: Magic-User 2
Range: Personal
Duration: 1 hour

For one hour, the magic-user gains the special racial abilities of a gnome.

Horns of the Rhino
Level: Druid 3
Range: Personal
Duration: 1 hour

The druid's nose and forehead broaden and grow a fierce horn. The druid gains a gore attack that deals 1d8 points of damage. Every gore attack counts as a bull rush attack.

Horseless Carriage (Conjuration)
Level: Magic-User 4
Range: Object touched
Duration: 1 hour

By touching a wagon or similar wheeled conveyance, you imbue with the ability to move on its own. The wagon moves by your command, and in much the same way as a horse would, save that the wagon operates by voice command. For every three levels you possess, the wagon is moved by the equivalent of one horse (i.e. gains one horsepower). A 7th level magic-user could conjure up two horsepower, while a 12th level magic-user could conjure up four horsepower.

Hover (Transmutation)
Level: Magic-User 3
Range: Personal or close
Duration: 1 hour

This spell works like the levitate spell, except that it gives the recipient of the spell the ability to move at a movement rate of 20 forward and backward, and the recipient of the spell only levitates 6 inches above a solid or liquid surface.

Hug of the Bear
Level: Druid 3
Range: Personal
Duration: 1 hour

The druid's arms become large and furry, and tipped with claws. The druid gains two claw attack each round that deals 1d6 points of damage. If both claw attacks hit a foe, they are automatically grappled.

Monstrous Mein (Transmutation)
Level: Magic-User 3
Range: Personal
Duration: 10 minutes

The magic-user's creature type changes to monstrous humanoid. The magic-user gains darkvision to a range of 60 feet, is no longer affected by spells that affect humanoids (such as charm person), and gains a +2 bonus on Reflex saving throws. In addition, their visage becomes monstrous, and normal humans and men-at-arms must pass a Will saving throw upon seeing them or become frightened for 1d4 rounds.

Phantom Banker (Transmutation)
Level: Magic-User 2
Range: Close (30 feet)
Duration: Permanent

The magic-user changes one form of currency into the next higher form of currency, thus copper pieces into silver pieces, silver pieces into gold pieces, and gold pieces into platinum pieces. The total value of the coins does not change, thus 100 copper pieces can be changed into 10 silver pieces. Another use of the spell could then turn those 10 silver pieces into a single gold piece.

Polymath (Transmutation)
Level: Magic-User 3
Range: Personal
Duration: 1 hour per level

For the duration of this spell, the magic-user becomes a cleric, fighter or thief of her same level. The magic-user loses all magic-user abilities and restrictions for the duration of the spell, and for this reason they cannot end the spell early - the duration of the effect must be set by them when the cast the spell, up to one hour per level. While in their new class, they gain it's hit dice (and thus re-roll hit points), saving throws, armor and weapon restrictions, special abilities, etc.

Polymath, Advanced (Transmutation)
Level: Magic-User 5
Range: Personal
Duration: 1 hour per level

As polymath, except the magic-user can become a multi-classed cleric/magic-user, fighter/magic-user or thief/magic-user of one level lower than their magic-user level (follow all normal multi-classing rules), or they can become a bard, ranger, barbarian, druid, assassin, etc. of one level lower than their magic-user level.

Potent Potables (Transmutation)
Level: Magic-User 2
Range: Close (30 feet)
Duration: 1 hour

All liquids within range of the magic-user take on the properties of alcohol for one hour. The liquids still taste the same, and potions still work as advertised, but the imbiber must pass a Fortitude saving throw or become drunk (treat as fatigued, but the player also has to slur their words when the speak and give out a loud, fake hiccup every so often - it's called verisimilitude dude!)

Pussycat! (Transmutation)
Level: Magic-User 5
Range: Close (30 feet)
Duration: 1 minute

When the magic-user yells "pussycat!", the most powerful creature (by number of levels or hit dice) is polymorphed into a normal cat for one minute, and it must pass a Will save or be frightened for the duration of the spell.

Quills of the Porcupine
Level: Druid 3
Range: Personal
Duration: 1 hour

The druid grows quills from his back and the back of his head and arms. When they make a successful bull rush attack, they deal an additional 1d6 points of damage, and creatures that miss them in melee combat must pass a Reflex saving throw or suffer 1 point of damage. The druid's clothing is ruined by this spell, and she cannot cast it while wearing armor.

Sepulchral Power (Transmutation)
Level: Magic-User 5
Range: Personal
Duration: 10 minutes

The magic-user's creature type changes to undead. The magic-user gains darkvision to a range of 60 feet, is no longer affected by spells that affect humanoids (such as charm person), is immune to illusions and mind-affecting effects, poison, sleep effects, paralysis, disease, stunning attacks, and gains a +2 bonus on Fortitude saving throws. They are still affected by death effects, but are now healed by negative energy and damaged by positive energy. Their appearance becomes gray and decayed, and normal humans and men-at-arms must pass a Will saving throw upon seeing them or become frightened for 1d6 rounds. As undead, they are liable to be turned or rebuked (and thus destroyed or controlled) by clerics and other classes with those abilities.

Spikes (Conjuration)
Level: Magic-User 2, Druid 2
Range: Touch
Duration: 1 hour

Armor touched by the spellcaster gains armor spikes, per the normal rules for armor spikes.

Supernumerary (Divination)
Level: Magic-User 2
Range: Close (30 feet)
Duration: Instantaneous

The magic-user instantly ascertains the exact quantity of one type of item within range, for example all the coins in an area by type.

Telecommunication (Conjuration)
Level: Magic-User 2
Range: Touch
Duration: 1 hour

The magic-user turns two cans, glasses, jars, etc. touched into a "telephone". The objects are connected by an ethereal "wire" up to 1 mile long, and essentially work as though they were two tin cans connected by a string. There is some danger connected with this spell. When people communicate through it, they send out vibrations into the ethereal plane, and there is a 5% chance per conversation of attracting the attention of a wandering ethereal filcher.

Level: Druid 2, Ranger 2
Range: Close (30 feet)
Duration: 1 hour

One creature within range leaves white tracks - as though it stepped in white paint - wherever it goes for one hour. This makes tracking a snap under most conditions.

Sunday, June 15, 2014

Monsters on Parade (Yeah, Another Monster Tome Preview)

I know - been a little while since the last one. But I'm still editing, and I think I can get this bad boy published within the next 30 days. I hope. Anyhow, here's J through M ...

Melting Man illustration by Andrew Shields
Jabberling (CL 2)
Jenglot (CL 5)
Jiang Shi (Hopping Vampire) (CL 5)
Jinnati (CL 5)
Jolly Roger (CL 3)
Kamaitachi (CL 5)
Kelp Mummy (Template)
Kelp Mummy - Kraken (CL 22)
Lady in Grey (CL 7)
Lamashtu (CL 7)
Lightning Bird (Impundulu) (CL 7)
Lout (CL 1)
Melting Man (CL 4)
Metal Monster, Tiny (CL 1)
Metal Monster, Small (CL 2)
Metal Monster, Medium (CL 3)
Metal Monster, Large (CL 5)
Metal Monster - Advanced (CL 11)
Metal Monster - Keeper of the Cones (CL 13)
Metal Monster - Metal Emperor (CL 13)
Metal Monster - Prophet (CL 6)
Mist Monster (CL 13)
Monkey Folk (CL 1)
Moon Folk (CL 5)
Mothman, Lesser (CL 6)
Mothman, Greater (CL 12)
Mottled Documentarian (CL 8)

Sunday, June 8, 2014

The Monsters Keep Coming!

Today, the monsters from E to H ...

Gemini illustration by Andrew Walter
Edimmu (CL 5)
Electric Head (CL 3)
Eloko (CL 4)
Exquisite Corpse (CL 12)
Fire Freak (CL 4)
Fly Man (CL 5)
Flying Head (Kanontsistontie) (CL 10)
Flying Monkey (CL 2)
Forlorn Grey (CL 9)
Fox Fairy (CL 2)
Full-Throated Screamer (CL 7)
Gemini (CL 5)
Geometron - Battle-Prism (CL 6)
Geometron - Death-Cube (CL 4)
Geometron - Hell-Sphere (CL 5)
Golem, Leaf (CL 11)
Gorger (CL 9)
Grim (CL 7)
Hag, Granny (CL 5)
Haunted Armor - Haunted Jazzeraint (CL 5)
Haunted Armor - Haunted Maile (CL 7)
Haunted Armor - Haunted O-Yoroi (CL 8)
Haunted Armor - Haunted Gothic Plate (CL 10)
Headless Horseman (CL 9)
Hideous Hurler (CL 5)
Holy Bones (CL 12)

Also - Bloody Basic - Classic Edition is now up for sale at as a PDF for $4.99 if you want to check it out.

Thursday, June 5, 2014

Quicky Alignment Descriptions

Just a quick thought on describing alignment - popped into my noggin last night while watching F Troop and editing Monster Tome (and no, F Troop did not inspire this notion - just a coincidence).

I tend to think that alignment should be kept pretty vague, and should have a little in-game effect to make it worthwhile. I've covered the "make alignment count" concept in the past, and even worked it into Bloody Basic.

In the interest of keeping alignment descriptions vague, I thought of some extremely quick (one or two word) descriptions of the alignments that can guide a player without tying them down too tightly. Each one sets up a general goal - the direction they should probably be moving - without dictating how they should behave in every single situation they find themselves.

What does each alignment think is best in life?

Lawful Evil = Power
Neutral Evil = Wealth
Chaotic Evil =  Killing

Lawful Good = Virtue (for self and others)
Neutral Good = Charity
Chaotic Good = Happiness (i.e. freedom to pursue)

Lawful Neutral = Organization
Neutral = Self-Interest
Chaotic Neutral = Anarchy

What of "true neutral" - i.e. balance? Don't ask me. How is an individual supposed to figure out what the multiverse requires to maintain balance. Is the player supposed to take orders from the GM? How about random rolls to determine which alignment is too powerful at the moment, so the true neutral can behave like the opposite alignment for the session? That should go over well ...

Tuesday, June 3, 2014

More Monsters from the Tome

As promised, I continue the list of monsters appearing in the Blood & Treasure Monster Tome. This list includes the D and E monsters in the book.

Pterosaur illustration by Jon Kaufman

Demon Doll (CL 2)
Demon - Lilitu (CL 7)
Demon, Storm (CL 10)
Dhampir (CL 2)
Dinosaur - Ceratopsian (Horned Faces) - Small (CL 3)
Dinosaur - Ceratopsian (Horned Faces) - Medium (CL 5)
Dinosaur - Ceratopsian (Horned Faces) - Large (CL 9)
Dinosaur - Ceratopsian (Horned Faces) - Huge (CL 16)
Dinosaur - Ichthyosaurs (Fish Lizards) - Medium (CL 7)
Dinosaur - Ichthyosaurs (Fish Lizards) - Large (CL 12)
Dinosaur - Ichthyosaurs (Fish Lizards) - Huge (CL 21)
Dinosaur - Mosasaurs (River Lizards) - Large (CL 7)
Dinosaur - Mosasaurs (River Lizards) - Huge (CL 15)
Dinosaur - Ornithopods (Bird Feet) - Medium (CL 4)
Dinosaur - Ornithopods (Bird Feet) - Large (CL 7)
Dinosaur - Ornithopods (Bird Feet) - Huge (CL 14)
Dinosaur - Pachycephalosaurs (Thick Heads) - Medium (CL 4)
Dinosaur - Pachycephalosaurs (Thick Heads) - Large (CL 7)
Dinosaur - Pachycephalosaurs (Thick Heads) - Huge (CL 13)
Dinosaur - Plesiosaurs (Nearly Lizards) - Medium (CL 5)
Dinosaur - Plesiosaurs (Nearly Lizards) - Large (CL 10)
Dinosaur - Plesiosaurs (Nearly Lizards) - Huge (CL 20)
Dinosaur - Pterosaurs (Winged Lizards) - Small (CL 3)
Dinosaur - Pterosaurs (Winged Lizards) - Medium (CL 6)
Dinosaur - Pterosaurs (Winged Lizards) - Large (CL 10)
Dinosaur - Sauropods (Lizard-Footed) - Huge (CL 14)
Dinosaur - Sauropods (Lizard-Footed) - Colossal (CL 26)
Dinosaur - Sphenacodonts (Wedge Tooth) - Medium (CL 4)
Dinosaur - Sphenacodonts (Wedge Tooth) - Large (CL 7)
Dinosaur - Sphenacodonts (Wedge Tooth) - Huge (CL 14)
Dinosaur - Therapods (Beast Feet) - Medium (CL 6)
Dinosaur - Therapods (Beast Feet) - Large (CL 10)
Dinosaur - Therapods (Beast Feet) - Huge (CL 19)
Dinosaur - Therapsid (Arched Skulls) - Medium (CL 5)
Dinosaur - Therapsid (Arched Skulls) - Large (CL 9)
Dinosaur - Therapsid (Arched Skulls) - Huge (CL 16)
Dinosaur - Thyreopherans (Shield Bearers) - Large (CL 9)
Dinosaur - Thyreopherans (Shield Bearers) - Huge (CL 16)
Dragon, Black - Arsenic Dragon (CL 7)
Dragon, Black - Bistre Dragon (CL 9)
Dragon, Black - Charcoal Dragon (CL 8)
Dragon, Black - Liver Dragon (CL 9)
Dragon, Black - Onyx Dragon (CL 8)
Dragon, Black - Taupe Dragon (CL 7)
Dragon, Blue - Azure Dragon (CL 11)
Dragon, Blue - Cerulean Dragon (CL 11)
Dragon, Blue - Glaucus Dragon (CL 10)
Dragon, Blue - Indigo Dragon (CL 12)
Dragon, Blue - Sapphire Dragon (CL 11)
Dragon, Blue - Ultramarine Dragon (CL 12)
Dragon, Green - Beryl Dragon (CL 11)
Dragon, Green - Celadon Dragon (CL 10)
Dragon, Green - Chartreuse Dragon (CL 9)
Dragon, Green - Harlequin Dragon (CL 9)
Dragon, Green - Moss Dragon (CL 11)
Dragon, Green - Viridian Dragon (CL 10)
Dragon, Red - Carnelian Dragon (CL 11)
Dragon, Red - Crimson Dragon (CL 12)
Dragon, Red - Florid Dragon (CL 12)
Dragon, Red - Ginger Dragon (CL 10)
Dragon, Red - Sanguine Dragon (CL 11)
Dragon, Red - Vermilion Dragon (CL 12)
Dragon, White - Achromatic Dragon (CL 6)
Dragon, White - Cinereous Dragon (CL 6)
Dragon, White - Ghastly Dragon (CL 7)
Dragon, White - Isabelline Dragon (CL 8)
Dragon, White - Ivory Dragon (CL 7)
Dragon, White - Pearl Dragon (CL 8)
Dragon Bones (CL 7)
Drakkar (Dragon Man) (CL 2)
Draken (CL 4)
Draken, Two-Headed (CL 5)
Draken, Three-Headed (CL 6)
Dwarf - Barbegazi (CL 2)

Icthyosaur illustration by Jon Kaufman

Monday, June 2, 2014

Blood and Treasure Monster Tome

Still editing the Monster Tome, but it's going well. I was going to have Bloody Basic - Classic Edition up for sale this weekend, but noticed at the last moment that I left a couple artist credits out, so I need to fix the PDF. It should be up on Monday. The physical version of NOD 23 is also up for sale at Lulu, in case you've been waiting for it.

In the meantime, I think it might be apropos to toss out a list of the monsters that will appear in the Monster Tome, along with an art preview or two. This post covers the monsters from A to C.

Belle Dame Sans Merci by Anthony Gregori & David Lewis Johnson
Achiyalatopa (CL 6)
Actaeon Fey (CL 7)
Amazon, Yellow (CL 2)
Amputator (CL 10)
Asanbosam (CL 4)
Astarion - Star Mother (CL 13)
Astarion - Starling (CL 1)
Astation - Star Killer (CL 5)
Astation - Star Lord (CL 9)
Astral Psychic (CL 3)
Atomic Juggernaut (CL 11)
Azeban (CL 2)
Baku (CL 11)
Barbed Woman (CL 6)
Belle Dame Sans Merci (CL 6)
Bhoot (CL 8)
Bird Man (CL 2)
Blot (CL 8)
Carcolh (CL 10)
Caterpillar Man (CL 2)
Ceiling Creep (CL 4)
Centaur, Eland (CL 5)
Centaur, Giraffe (CL 6)
Centaur, Zebra (CL 3)
Cicatrix (Scabrous Cadaver) (CL 3)
Crabomination (CL 5)
Crystal Skull (CL 15)
Custard (Template)
Custard, Blackberry (CL 12)

I'll try to post D-F tomorrow - if nothing else, keeping these posts frequent will keep me on track for getting this thing edited. If I find a couple minutes, I'll get the Bloody Basic-Classic PDF up for sale as well. Forewarning - probably won't be offering a free PDF with hard copy on BB-Classic - it's only about 40 pages long, and so it should be pretty inexpensive.
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