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Second issue of the official magazine for the Swords & Wizardry and OSRIC retro-clone RPGs.

Table of Contents:
3 Editor’s Note, Matt Finch
4 Art Director’s Note, Jeff Preston
4 From Kuroth’s Quill, Allan T. Grohe, Jr.
8 The Dungeon as Mythic Underworld, Jason “Philotomy Jurament” Cone
14 The Trouble with Thieves, James Maliszewski
16 WhiteBox Thief (1): The Treasure Seeker, Rob Ragas
17 WhiteBox Thief (2): The “Standard” Thief, Salvatore Macri
18 Core Rules Thief (1): The Skillful Shadow, Salvatore Macri
20 Core Rules Thief (2), James Maliszewski
21 Thieves and Tasks, Akrasia
24 Isles on an Emerald Sea 2, Gabor Lux
31 Retro-Clones: Interviews with the Authors
36 Jousting (Optional Rules), Brendan Falconer
37 Dungeon Oddities, Michael Curtis
45 The Zocchi Experience, Matt Finch
46 The Claws of Ssur-Sparih, James Carl Boney
47 Random City Lair Generator, Sean Wills
48 Random Thieves Guild Generator, Robert Lionheart
51 The Fantasy Marketplace: Looking at Merchants Differently, Michael Shorten
55 Spell Complexity (Optional Rules), Brendan Falconer
57 Thoughts on Arnesonian Alchemy in the Original Dungeon Game, Jason Vasche
60 When is a Spell Book Much More than a Spell Book?, Brendan Falconer
62 Random Pits & Occupants, Mike Davison
63 Magic Swords & Treasure Maps, Jason “Philotomy Jurament” Cone
67 Leprechauns, David (“Sham”) Bowman
69 Why White Box?, Jim Adams
71 Surviving Old-School Dungeons, Sean Ahmed
72 Three Sorcerous Creations, James Carl Boney
77 Magic Items
78 Review: On the Road of Knives, Matt Finch
79 Masterminds & Minions, bat
82 The Bestiary
86 Classified Ads

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Articles Relationship: Articles
Pg. 1 of 3 » 3
Pg. 3
Editor's Note
Editorial
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Pg. 4
Art Director's Note
Editorial
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Pg. 4
From Kuroth's Quill
Article

Dungeon Strangitude: Variations on Dungeon Dressing and Setting the Tone

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Pg. 8
The Dungeon as Mythic Underworld
Article

Advice on the megadungeon: Common characteristics, creation guidance, designing maps, and populating.

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Pg. 13
Imagining the Hell Out of Thieves
Editorial

Some context for the Thief articles which follow

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Pg. 14
The Trouble with Thieves
Article

Some rationale for leaving the Thief class out of the game

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Pg. 16
Whitebox Thief (1): The Treasure Seeker
Article

A Thief class for Swords & Wizardry WhiteBox

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Pg. 17
Whitebox Thief (2): The "Standard" Thief
Article

A Thief class for Swords & Wizardry WhiteBox, inspired by the Supplement I Thief

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Pg. 18
Core Rules Thief (1): The Skillful Shadow
Article

A Thief class for Swords & Wizardry Core

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Pg. 20
Core Rules Thief (2)
Article

A Thief class for Swords & Wizardry Core

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Pg. 21
Thieves and Tasks
Article

Saving throws as task resolution, plus a Thief class

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Pg. 24
Isles on an Emerald Sea 2
Adventure

The Isle of Barzon, The Isle of Armul Urthag, four miscellaneous isles, a new monster, and laser weapons

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Pg. 31
Retro-Clones: Interviews with the Authors
Interview

Interviews with the authors of OSRIC, BFRPG, Labyrinth Lord, and Swords & Wizardry

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Pg. 36
Jousting (Optional Rules)
Article

Matrix-based rules for resolving jousts

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Pg. 37
Dungeon Oddities
Article

A selection of hazards, tricks, and other obstacles

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Pg. 1
Issue: Knockspell (Issue 2 - Spring 2009)
Nick: 
PDF Version
Publisher: Mythmere Games
Year: 2009
Electronic (PDF, DOC, eBook, HTML, etc.)
90 pages
Size: Letter
English
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Issue: Knockspell (Issue 2 - Spring 2009)
Nick: 
Soft Cover
Publisher: 
Year: 2009
Soft Cover
86 pages
Size: Letter
English
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RPG: Advanced Dungeons & Dragons (1st Edition)
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