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Information
Primary Name
Knockspell (Issue 2 - Spring 2009)
Alternate Names
Publication Date
2009-05-13
Issue Index
2
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ObjectID: 50946
Description Edit | History

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

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

Dungeon Strangitude: Variations on Dungeon Dressing and Setting the Tone

Edit
Pg. 8
The Dungeon as Mythic Underworld
Article

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

Edit
Pg. 13
Imagining the Hell Out of Thieves
Editorial

Some context for the Thief articles which follow

Edit
Pg. 14
The Trouble with Thieves
Article

Some rationale for leaving the Thief class out of the game

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

A Thief class for Swords & Wizardry WhiteBox

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

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

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

A Thief class for Swords & Wizardry Core

Edit
Pg. 20
Core Rules Thief (2)
Article

A Thief class for Swords & Wizardry Core

Edit
Pg. 21
Thieves and Tasks
Article

Saving throws as task resolution, plus a Thief class

Edit
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

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

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

Edit
Pg. 36
Jousting (Optional Rules)
Article

Matrix-based rules for resolving jousts

Edit
Pg. 37
Dungeon Oddities
Article

A selection of hazards, tricks, and other obstacles

Edit
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Year: 2009
Soft Cover
86 pages
Size: Letter
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Num Ratings: 4
Average Rating: 8.75
Standard Deviation: 0.83
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