The print version is available here: http://www.lulu.com/product/16258333I have another article in this issue, "Curses Gone Wild!", which injects a little randomness into curses. I'll be reviewing FO #12 at some point, but I realize I said the same thing for FO #11 and never got around to it. I've ordered hard copies of both, so I'll probably be waiting until those arrive before I do reviews (not "short shameful reviews"...)
and the PDF is available here: http://www.lulu.com/product/16258563
(from Calithena's announcement.)
Somehow, important information was left out of my article. Sorry about that. The problem is in the Curse Effect Table: Swap Target mentions that allies of someone carrying a cursed item may be affected and suggests using the shrapnel rules from the Broken entry in the same table; however, the shrapnel rules are incomplete. The last sentence in the Broken entry should end with "... and to anyone within 10 feet who matches the damage roll on a d6." This is a technique I've mentioned before: GM rolls 1d6 damage, players each roll a d6 and if their result matches the GM's roll, their character is affected. In the case of Swap Target, there's not necessarily any damage involved, but the GM makes a damage roll anyways.
For example: four players are playing a Fighter, a Magic-User, a Cleric, and a Bard, investigating an ancient hedge maze. A band of seven angry forest goblins ambush them from the undergrowth, but the Bard plays a Harp of Sleep, not knowing it's curse; it puts the Bard to sleep. GM rolls a 4 on d6 and the other three players each roll a d6 for their characters, getting 4, 2, and 2; the Fighter also falls asleep, leaving the Magic-User and the Cleric to defend their fallen comrades.