After “messing up” the defence of Blackmoor during the great
Coot invasion in the spring of 1972, the
Blackmoor players were banished to the area of Loch Gloomen (Lake Gloomy).
We are fortunate this happened, because it led Dave Arneson to
create new stocking tables for the buildings and ruins found in the area. Unlike whatever stocking tables Dave made for
Blackmoor dungeon, these tables survive, mostly intact, though in a jumbled
format on pages 86 and 87, 1977 print of the First Fantasy Campaign.
In fact we not only have the tables, but we have the results
Dave got when he used the tables, which is really useful when sorting out
certain lacunae and typos in the tables themselves. So I’ve sorted it all out, in a much more
user friendly fashion.
Note: the tables below only cover the stocking portion, and
not the generation and distribution of the adventure areas themselves.
Once the areas to be stocked were known, Dave assigned “Magic”
points. These are in fact what he calls Protection
points in Blackmoor dungeon – the points to buy the monsters, not the points to
buy the magic items (see yesterday’s discussion). Dave used “magic” and “protection”
points separately in Blackmoor dungeon, but here the term is conflated. For further confusion, Arneson’s notes
specify the point range for any given adventure area as 30 – 180 (3d6 * 10) but
the lists themselves have nearly double that range (90, 110, 110, 120, 140,
170, 190, 310, 330, 330, 370).
Strangely, there’s nothing in the 200’s. <sigh>
A way to emulate the actual range found in Loch Gloomen
would be (3d6 +1) * 10 and I suppose you could add 200 points ¼ of the time. It’s worth noting here that several different
methods seem to have been used on different levels in Blackmoor dungeon and
perhaps I’ll ruminate more on that in another posting.
Once points have been assigned it is time to pick
monsters. Arneson gives us this list
for Lock Gloomen:
2d6
|
Monster
|
2
|
Giant
|
3
|
True Troll
|
4
|
Roc
|
5
|
Air Elemental
|
6
|
Ogre
|
7
|
Basilisk
|
8
|
Goblins
|
9
|
Ghouls
|
10
|
Lycanthrope
|
11
|
Balrog
|
12
|
Dragon
|
No doubt monsters were usually chosen to match the amount
of protection points in an area, but clearly they could be diced for also. The cost of a given monster is as given in
CHAINMAIL, however, should one wish to, any monster can be used with this
protection point method by using its average hit points as its cost.
In Loch Gloomen, where there were monsters, there were
treasures, and every place had a monster.
Here is how Arneson generated the treasure: follow the results on the table below to the subtables indicated.
D6
|
|
1
|
Wealth
|
2
|
Potions & Amulets*
|
3
|
Weaponry
|
4
|
Tech and Intel
|
5
|
Combination Two of the above
|
6
|
Combination Three of the above
|
*33% chance (1 or 2 on a d6) it
is an amulet instead of a potion. Note what I labeled "Tech and Intel" Arneson had labeled as "Information".
Wealth = 1d20 +4 times 1000 (4000 – 24000) Gold
Pieces.
Potions & Amulets
2D6
|
|
2
|
Shape
Changing;
|
3
|
ESP
|
4
|
Longevity
|
5
|
Flying;
|
6
|
Strength
|
7
|
Sight
|
8
|
Obedience
(animal)
|
9
|
Reaction
Time
|
10
|
Magic
Spells
|
11
|
Invisibility
|
12
|
Teleportation;
(Maximum 6 Turn Durations and 12 Uses)
|
Note: in the text it reads “Magic
7 Amulets (+1 …2)” – I think this means amulets instead of magic potions on a
roll of 1 or 2 on a d6. The number seven looks like a typo, possibly for an ampersand (same key).
Weaponry
2D6
|
|
2
|
Super
Roc, level 8
|
3
|
Hero Roc, level 4
|
4
|
Swords
|
5
|
Fireball Wand
|
6
|
Hero Horse, level 4
|
7
|
Swords
|
8
|
Armor
|
9
|
Bow and
Arrows
|
10
|
Lightning
Bolt Thrower (laser) (Wand)
|
11
|
Super
Horse, level 8
|
12
|
Bow and
Arrows
|
Note: The fire ball wand is not
listed, but there is no listing specified for pip number 5 or for 11
either. Since fireball wands show up
twice in the Lake Gloomen rooms, it must have been in one of these slots. Also at the spot in the FFC list where one
would expect number 11 to be is “super animals 4-8” and notes indicating that
horses are at pip slot 6 and Rocs are at pips 3 and 2) So horses level 8 (lower probability) are
presumably at the 11 pip slot where the note was positioned, and level 4 horses
at pip slot 6. So, by default the empty
pip slot 5 is where the missing fireball wand must be and that fits with its
relatively frequent appearance in Lake Gloomen rooms.
Tech and Intel
2D6
|
|
2
|
Special
Devices
|
3
|
Flying
Machine
|
4
|
Teleportation
Machine
|
5
|
Ancient
Books and Manuscripts
|
6
|
Clothing,
etc.
|
7
|
Store
of Normal Weapons
|
8
|
Ancient
Books and Manuscripts
|
9
|
Crysta1
Ball
|
10
|
Fighting
Machine
|
11
|
Water Machine
|
12
|
Special
Devices
|
Note: Special Devices - I suppose this could be anything, however the only unaccounted treasure found in Lake Gloomen rooms is scrolls of level 3 spells. Scrolls do not appear anywhere on these tables so I assume the spell scrolls were chosen via Special Devices. I'd recommend substituting scrolls in the special devices slot to anyone wanting to use these tables for stocking,
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