Making Sense of Encumbrance in OD&D

Author: DHBoggs / Labels: , ,

The guidelines for Encumbrance in OD&D can be found primarily on page 15 of Men and Magic.  They are quite sparse.  We are given the weight that can be carried in GP for three movement rates per turn.  The slowest rate is 6" carrying a weight of 1500 coins or 150 lbs - equivalent to Armored foot rate.  Heavy foot rate (6")  allows 1000 coins/100 lbs, and light foot movement (12") can be achieved with up to 750 coins/75 lbs of weight.

These same values apparently apply to all characters, and while that's certainly simple, it seems a bit strange that someone with the strength of a child can carry just as much as a barbarian warrior. 

In order to add the sort of granularity that would distinguish wimp from warrior within the existing guidelines, we would have to know exactly who the M&M figures are supposed to be for.  Specifically, are they representative of the typical Strength 10 character or are they representative of the strongest possible Str 18 character?

In cases like this, I will sometimes look for clarification in Dave Arneson's  and Richard Snider's Adventures in Fantasy(TM) game from 1978.  AiF is d100 based, so a direct correlation shouldn't be expected, but there is often a principle that can be brought to bear.  In this case, Arneson says "...roughly 2 lbs of weight can be carried without difficulty (the maximum being 200 lbs. for a character with a strength of 100.)  Without physical training the character can only use 75% of his strength rating."  (AiF Bk1 p2,3)   The training referred to here is a special weightlifting training detailed in the book.   So, unless your character is a professional weightlifter, the most even the strongest of men can carry without suffering a steep fatigue penalty is 150 lbs.  That's just the same as the maximum weight in Men & Magic.  

So from the perspective of at least one of D&D's creators 1500 coins/150 lbs. should be the maximum a Strength 18 character can lug around without a fatigue penalty. 

Now, in D&D terms, the point spread between 3-18 is 16 pips of course, so if we accept that 150 lbs is the maximum weight a person with a strength of 18 can carry (without fatigue penalties) then we have a figure of 9.375 lbs (93.75 coins) per strength point for D&D.  

The table derived from this approach would look about like this:
Strength Score

Full Strength Load Foot Movement (6")
Up to 2/3 strength Load Heavy Foot Movement (9")
Up to 1/2 Strength Load  Light Foot Movement (12")

COINS/LBS.
COINS/LBS.
COINS/LBS.
3
94/9
62/6
47/5
4
188/19
125/13
94/9
5
281/28
185/19
141/14
6
375/38
248/25
188/19
7
469/47
310/31
235/24
8
563/56
372/37
282/28
9
656/66
433/43
328/33
10
750/75
495/50
375/38
11
844/84
557/56
422/42
12
938/94
619/62
469/47
13
1031/103
680/68
516/52
14
1125/113
743/74
563/56
15
1219/122
805/81
610/61
16
1313/132
867/87
657/66
17
1406/141
928/93
703/70
18
1500/150
990/99
750/75


It is important to stress that these encumbrance figures are not a measure of how much a character could lift or even carry for a short distance while staggering under the weight.  They are how much a character can carry without undue difficulty and becoming fatigued.  

There are no real guidelines for Fatigue in OD&D, but there are in CHAINMAIL.  For Champions of ZED, I combined these with fatigue rules Arneson gave in his Garbage Pits of Despair adventure (part 1, M3), as follows "Strength and Dexterity suffer a -1. Fatigued characters must also subtract 2 from all attack rolls and damage rolls, drop 1 Morale Condition automatically, before any throws are made, and drop to 1/3 normal movement rate."

No doubt, some player at some point will try to have their character limp, grunt and puff along at 4" per turn carrying as much as they possibly can.  If the referee is inclined to allow this - for comedy if nothing else, AiF does give some guidence regarding both the maximum load possible and how quickly fatigue sets in as follows "(at) 25% or more of his normal burden, the fatigue rate is doubled, and at 50% it is tripled.  A character cannot carry more than 150%..."(AiF Bk1 p2,3)

In D&D, a character can normally travel 5 turns without fatigue.  Thus applying the AiF rule, a character overloaded by 25% could travel 3 (2.5 rounded up) turns normally, and a 50% burden would allow only 1 turn of unfatigued movement.   
And even the strongest of the strong couldn't take a step if they were trying to carry 375 pounds or more. 

Now as a side note, I've mentioned before that I'm a fan of Gus L's encumbrance method, Details Here  so I've also worked up a table listing the 2/3 and 1/2 amounts of the Strength score itself .  This way players using Gus's method having a character with a strength of 10 will know they can carry 5 "significant things" and keep a movement rate of 12" or 7 significant things and move at 9" per turn.


Strength Score

Full Strength Load Foot Movement (6")
Up to 2/3 strength Load Heavy Foot Movement (9")
Up to 1/2 Strength Load  Light Foot Movement (12")

# Significant Things
# Significant Things
# Significant Things
3
3
2
1
4
4
3
2
5
5
4
3
6
6
4
3
7
7
5
4
8
8
5
4
9
9
6
5
10
10
7
5
11
11
8
6
12
12
8
6
13
13
9
7
14
14
9
7
15
15
10
8
16
16
11
8
17
17
11
9
18
18
12
9

Converting the FFC swords to OD&D.

Author: DHBoggs / Labels: ,


Following up on my post here The First Magic Swords , this will be a look at how to convert them to an OD&D game.  Certainly there's an appeal to the idea of using these swords in an "old school" game today, especially if your game is set in Blackmoor.   For example, I've been adapting the lower level of Arneson's Blackmoor Dungeon to OD&D, where some of these swords appear in their original form.  This conversion method would also work for any new swords created using the old method.

Of course, the FFC swords could be used as is, but they are quite different from the standard swords and don't integrate well with other magic weapons that might be floating around in your campaign.
 
As it happens, the same problem was faced when TSR published Adventures in Blackmoortm for use with the BECMI classic rules by Frank Mentzer.  There are at least three of the FFC swords present in the Rogues and Rascals section of AiB: 

Bolitho's "White" sword
Svenny's "Maroon" 
Philo's "Weasel" (this last is apparently sword "M" in the FFC).  

These three swords were converted to BeCMI stats, and while not exactly the same as standard OD&D, these conversions can provide a good guide to follow.

I won't bore you with the exact stats for each - you can of course look them up if you like.  Instead, lets jump straight to the meat.

First, in the FFC there's a clear power differentiation between the Lettered swords and the Colored swords, with the colored swords being the more powerful and more magical. Accordingly,  AiB converted each differently into the standard D&D "+" rating.

Lettered swords convert to +1 and to +3 versus "Double Value" enemies. 

Colored swords convert to +2 , and to +3 versus "Double Value" enemies. 

Double "doubles values" in the FFC were simply ignored, and several similar monsters were converted into a single type like "undead".   The AiB conversion also sometimes ignores some of the FFC double value monsters - Balrogs for instance - but I would include them for OD&D.

Determining Intelligence:
The original FFV swords don't have an intelligence or an ego rating and with only three cases to look at, it is impossible to say for certain how the AiB numbers were arrived at.  The FFC swords do have an intelligence increase bonus that is granted to the wielder, and I note that if you add 6 to that bonus you get the Intelligence scores listed in AiB.  However, that's not really going to work for us.

The reason why has to do with how Intelligence determines the number of Primary Powers in OD&D.  In fact each pip of intelligence above 7 adds a new Primary Power.  In the FFC, the "Special Values" each sword has are equivalent to the Primary Powers of an OD&D sword, so for the Swords Intelligence score to match its number of primary powers the score has to be a specific minimum number.  Here is a conversion table:

#SV
INT


1
7
2
8
3
9
4
10
4 + magic
11

12

Where a sword has a double or more Special Value, I treated each case as an additional power.  To convert these to OD&D terms is a case by case thing but will usually involve doubling the distance or power of the effect.

Determining Ego:
For Ego, we can look at the existing scores for the FFC and come up with a number that matches the ego scores given for the three swords found in AiB.  Now I doubt very much that the method I detail below is what TSR actually did (they probably just rolled a new one) but using this method allows the use of the original numbers found in the FFC, and will give you a consistent conversion rather than a random one.

So to determine the swords Ego, add the FFC swords Combat Increase score to the Strength score and divide by 2 (round up).

Magic Ability:
OD&D swords don't normally have spell casting ability, but it fits in just fine, and I keep this feature of the FFC sword in my campaign.  If desired, the DM could drop this ability in exchange for an extraordinary power.  Magic ability requires a minimum 11 Intelligence.

In the FFC, Arneson himself tells us how to handle it for D&D, "Magic Spells (Referee determines it secretly) - roll once for level of the spell using a 6 sided die and then roll again on the standard basic spell list for that level to determine which spells are being carried on the sword." (77:67)

Alignment:
The FFC swords apparently had an alignment, as we know from Greg Svenson.  Unfortunetly that information is not in the FFC, so you simply have to roll for it again, following the usual proceedure.


That's all there is to it.  Here are two examples of converted swords:

A (Neutral)
+1
+3 vs Dragons, Undead, Elementals, Balrogs
Int 9
Ego 5
Powers:
Detect Evil, Cause Morale Check -1 (100'), Detect Magic

 "Green" (Neutral) ,
+2
+3 vs Lycanthropes, Goblins, Ogres, Trolls, Elementals, Orcs, Balrogs
Int 9
Ego 6
Powers:
Detect Invisible 120'. Detect Magic, Cause Morale Check -1 (100')




Megarry's Great Kingdom Map

Author: DHBoggs /

Among Dave Megarry's treasures, he's found another old map.  It's a hand drawn map given to him, as he remembers it, from Dave Arneson, showing another version of the the old Castle & Crusade Societies Great Kingdom map, including notations of the area around the holding of Blackmoor and seeming to focus on provinces of the Great Kingdom.  The map is on an old photocopy, made on the old light sensitive paper by the look of it, and contains further notations written on the photocopy in colored ink.



Now, for comparison, here's a look at Arneson's contemporary map of Blackmoor, as found in his First Fantasy CampaignTM 




Here's what Mr. Megarry has to say about it.. "I have looked at the Great Kingdom map and have little to say about it. I think the numbered areas were districts within the Kingdom which had their own Duke's and such. As you can see, Blackmoor was wedged into a space between the Great Kingdom, the Duchy of Ten and the Egg of Coot. I think Arneson was trying to do a combination of Diplomacy, Braunstein and Fantasy gaming, having us take roles. But I think it was too ambitious and I was not part of it. I received the map in a poor condition with the coloring already done, possibly in anticipation of my being assigned a part, but nothing came of it. I suspect I was away in Boston.....I was living in Boston in 1974 and 1975; I moved to Lake Geneva on 22-23 Feb 1976 from Boston. I did not do much role playing during my time in Boston." (perscomm 2016-2017)

Check out Zenopus 'blog Zenopus Archives , and of course, the Secrets of Blackmoor Documentary.  Zenopus in particular has done some outstanding work on the Great Kingdom maps, so I asked him to lend his expertise, and I'd encourage readers to enjoy his results.

A couple additional notes:

One of the main NPC characters in Arneson's Garbage Pits of Despair is Terrence of Walworth, so it is interested to see Walworth so prominently marked.  Walworth, as has been mentioned before, was of course a territory controlled by Gary Gygax.

I'd also like to suggest that the "Contested Area" is quite possibly an early reference to what became known as The Wild Coast.


In this map, we are shown the location of the Capitol of the Egg of Coot is marked with an Asterisk.  But also of note is just how big the land of the Egg is.  Blackmoor is tiny by comparison. 





Mapping The Entrances to Blackmoor Dungeon

Author: DHBoggs /


If you have the 1977 print of Blackmoor Dungeon, or even the Zeitgeist games version, it's easy to think that the maps you have are good to go.  But if you try to run a game with these maps, you will soon come to notice stairs that seem to exit above ground without any key or clue as to where.  Even the main stair to the basement on level one is not clearly marked.  In fact, lining up the stairs from level to level just by looking at the maps is far from easy to do.  The only labels the stairs have are "up" or "down" and these don't always seem to be correct.  

A good long while ago, Tavis Allison of Autarch Games created a GIMP file of levels 1-6 of Blackmoor dungeon and began labeling the stairs in order to line up the levels one on top of another.  At that time, I decided to build on what he did by trying to place the stairs and exits that reached the surface onto a map of the castle of Blackmoor.

As simple as that sounds there is one very real problem.  There is no good surface map of Blackmoor castle.  There are two maps of the town of Blackmoor that show the castle, but the scale is tiny.  There is also a planview of the main castle building, but it shows nothing beyond the building itself.

There's another problem.  For reasons I have never been able to figure out, the two maps of Blackmoor town are oriented completely differently.  The original map that Arneson drew was published in the Castle & Crusades Society newsletter issue #13 in July of 1972 and depicts the town south of the castle.  The second, updated map appears in the FFC, and shows the town east of the castle.  Suffice it to say, this second orientation creates some weird alignment problems, and so I ignored it in favor of the original map.  The actual cardinal directions aren't really the issue anyway, because what really matters is the orientation and facing of the castle toward the town.  Here is what that original 1972 castle looked like:



In short, what I did was to create this blow up of the original castle drawing.  Then  I traced out the walls and towers and scaled the traced image to fit the dimensions given in the FFC.  After importing this image into the GiMP files, I noticed right away that the basement on level 1 and the outline of the inner walls of the Castle were obviously meant to match.  So I made a few more adjustments to the castle outline, straightening out some of the lines, and matched it up in what seemed like a logical fit.  The result of that was this:




And so it sat for years.  Just so you know what you are looking at, all those letter/number combos are Tavis' staircase notations on various levels.  The letter is just a label but the number indicates what levels the stairs are on - in retrospect it probably would have been better to start the label with the level the stair starts on and then give a letter tag, but it is what it is.   

Recently, former Arneson associate Jeff Quinn (author of the excelent Blackmoor adventure The Redwood Scar) has been redrawing the maps of Blackmoor dungeon (see here: Map Discussion ).  That prompted me to revist this old project.  I was never very happy with my results and I realized it would make more sense to keep the wall outlines I had made, but use the official castle floorplan instead of the crude sketch from the original map.  That way I could get the scale of the castle building exact and adjust the walls to fit.  Here then is the castle floorplan from the FFC (note that this particular version comes from the Arneson estate with his handwritten notes on it.  The Outline is identical however.)



Using this map allowed me to exactly scale the castle building (170') to the castle basement.  Playing around with that new image resulted this positioning of the castle:



Notice how the side entrance actually lines up on the side of the building and the castle walls line up with or closely parallel the walls of the basement.  There's also a possible second stair inside the castle itself, stair G1234.  I didn't show the outer walls on the above image for a reason.  My original drawing, based on the blowup of Arneson's '72 map, had the walls fairly close.  However, I noticed that on the west (left) side of the castle there was a line of stairs on level 1 that seemed to follow the line of the wall.  So I extended the wall over and discovered a remarkable alignment.




As it turns out, I should have known to extend the castle walls further out anyway.  If you look at Arneson's FFC map of Blackmoor Town and Castle (the one from '77) you can see this same area between the inner and outer wall is larger and is labeled "fair", meaning it is the location of the fair of the elves guarding the castle.  So, after trying scores of combinations and configurations, I'm convinced this is the proper fit or as close as is possible to get.  However, this would mean that the interior of the castle rooms shown in the FFC has to be wrong!

Here it is again:


Notice in this image that the throne room is in the smaller right side wing of the castle, while the tower base on the left is occupied by various rooms.  According to all descriptions, the main stair (Main 1) should go down from the throne room, and that appears to be what the "A" above is meant to represent.  Believe me, I tried dozens of orientations, size variations, mirror images and so forth to get the Main Stair to match with the throne room as shown in this planview.  but it simply won't line up in any way that makes any sense of the basement below and the arrangement of the outer walls and towers.  However, as you can see from the alignment above, the Main stair lines up quite well with the first floor of the Main tower, so it appears to me that the throne room should be in the tower, not the extension to the east where it is shown.  If you ask me, putting the throne room at the bottom of the tower makes more sense anyway.

Now we have one more thing to mention.  Thanks to Dave Megarry's maps for his character HW Dumbo, we know that the stairs marked "B12" and "D12" do indeed exit on the surface, and that the corridor heading directly west from the basement doesn't just end but actually extends to exit on the hillside.  So alright then; using the above map and Tavis's stair labels, here are the surface entrances and their locations around the castle.

Name
Location
A1 Stair
Hillside west of castle
B12 Stair
Tower on NW corner of outer wall
D12
In section of outer wall west
E12
At corner of outer wall west and sw
HY1
At corner of outer wall southwest and inner wall
I12
Inner wall SE near south tower
J1234
Well? near SE corner of outer wall
L12
Hillside just outside SE outer wall
Side
West wall of main Castle
Main
Throne room
Western corridor
Hillside west of Castle



Monster lists and Megarry's Maps

Author: DHBoggs / Labels: , ,

Let's take a closer look at that last section of Dave Megarry's maps - the one for the SE section of Level 7.



What's particularly awesome about these notes on Level 7 is that we can compare them to one of Arneson's original stocking lists.  Although the first 6 levels of Blackmoor dungeon published in the FFC are Arneson's Gen con convention restocking list generated randomly using the OD&D booklets, levels 7-10 are original lists, dating to the first year or so of Blackmoor, prior even to the great Invasion that led to King Funk III taking over the 10th Level with his hoards of minions.

It would not be too surprising for the notes on Megarry's maps to be quite different from the FFC lists.  Arneson may have restocked more than once - though perhaps some levels saw more such changes than others.

Here's Megarry's notes:
Room#
Monster
Treasure
17
10 Ogres
"Gold Dinning"
19
168 Goblins

22
33 Trolls
"riches"

Here's the same rooms in the FFC list, with the information in exact order:
Room#
Gold Pieces
Protection Points
Monster
Magic Treasure
17
3000 GP
150
10 Ogres
-
19
-
300
200 Ghouls (catacombs)
2 Arrows, 2 Gloves
22
-
500
33 Trolls
1/10 (prolly a weakened spell)

As can be readily seen, rooms 17 and 22 are identical, and that in itself is really quite remarkable. but what about those 200 (yikes!) ghouls in room 19? 

Certainly that could be a restocking change, but upon consideration, I think it is more likely to be a mistake.  As most of you will know, the FFC was a lightly edited assemblage of a fairly hodge-podge collection of Arneson's campaign notes and essays.  The original material was both hand written and (poorly) typed, and it is not unusual to spot errors in the FFC print - have a look at this post on the Loch Gloomin material for some examples: Stocking Blackmoor Wilds in 1972  

I think it possible that the editors/typist preparing the stocking list may have misread Goblins as Ghouls.

To explain why I think so,  I need to refer back to Arneson's "Protection Point" method.  In brief, Arneson assigned protection points to a room and then used those points to "buy" the monsters (For a full explanation, please see this post Point Buy Method ).

  The costs of the monsters were those given in the CHAINMAILTM  booklet.  Ogres, for example, cost 15 points.  That's why room 17, with 150 protection points, has 10 Ogres in it.  (BTW "points" also functioned as HP and XP, see here On Points )

Arneson's goblins are a little more complicated.  He actually had two types: one that costs 1.5 points, just as in CHAINMAILTM, and a tougher version that costs 5 points, perhaps a hobgoblin.  Ghouls however in the FFC lists always cost 10 points, just at they do in CHAINMAILTM.  


Notice that the FFC stocking list assigns 300 Protection Points for room 19.  To stock the room with 200 Ghouls would require 2000 Protection Points.  Three hundred points would give you 30 Ghouls.  On the other hand, 300 points would give you 200 standard Goblins.  So the number is right if is really Goblins and not Ghouls.  Further, Megarry's map has 168 Goblins in this room, and it is easily conceivable that any number of things could have led to those 32Goblins being "missing".

So, I think Megarry's map notes have actually helped us find and correct a mistake in the FFC.

The Oldest Dungeon Maps in D&D History

Author: DHBoggs / Labels: , ,

David Megarry, inventor of the Dungeon! boardgame and one of the original players in the Blackmoor campaign that sparked the creation of Dungeons & Dragons, has once again dug deep into his sea chests and pulled out an old Chemistry notebook with a set of maps on graph paper, drawn from sketches made as his character H.W. Dumbo braved the depths of Blackmoor Dungeon. 

As discussed previously (here: Early Blackmoor Characters ), H.W. Dumbo was one of David Megarry's characters in the pre D&D Blackmoor game developed and run by D&D co-creator Dave Arneson.  As Megarry's 5th created character, he probably came to existence in 1972, but certainly within 1 year of that date.  That makes the maps Megarry drew as his character explored Blackmoor dungeon the oldest adventure role playing game maps ever revealed.

These maps were drawn in a bound notebook of graph paper at a time before D&D existed, probably even before Gary Gygax was himself introduced to the game, so naturally, a close study of the images reveals interesting details, especially for Blackmoor fans.

For comparison, I'll include images from the 1977 First Fantasy Campaign booklet by Judges Guild (JG).  These 1977 maps show the dungeon and key created by Arneson as redrawn for the booklet.  (For a related post see here: # Appearing in Blackmoor Dungeon )  These same maps were, of course, redrawn nearly identically for the Zeitgeist Games (ZG) release of The Dungeons of Castle Blackmoor in 2006, and I'll refer to that publication from time to time also.

Megarry's scans of his notebook are of whole pages and show a lot of blank space.  However, to make the images easier to view, I have cropped together the portions showing the explored areas.  We begin with Level 1.




Here is the corresponding section of the JG map:




First, a bit about notation; Megarry's stairs are little circles.  Frequently he marks these as U.S  or D. S. - up stairs or down, just as on the JG maps, or as "Grand stair", to indicate both up and down.  Passages are also marked D.E. for Dead End.

Notice that D.E. appears where room 9 is marked on the JG map - very likely indicating that H. W. Dumbo failed to find the secret door leading into that room.  We also see in the passage just to the east of where room 9 isn't, an area marked "cave in", just where the Orchian Way stairs should be.  This and other cave ins we will see on Megarry's maps, are probably the result of the earthquake reported in Arneson's newletter the Blackmoor Gazette and Rumormonger released in the fall of 1971.

Curiously, the note "to castle" is written near room 2, and very interestingly, there is a note at the western end of the east west corridor at the bottom of the map which reads "way out; the side of cliff."  On the JG map the same corridor simply appears to end.

The long north/south passage ends in a "Grand stair", indicating both must exit above ground - I'll have more to say about that in a later post - but this does contradict the published JG map where these stairs are labelled down (and probably shouldn't be).  

LEVEL 2



Here's the corresponding JG section:




Perhaps the first thing to jump out is room 4, marked "Torture" on Megarry's map.  In the FFC key, this room is non-descript, but the ZG dungeon key describes this room as the torture chamber of Sir Fang, the vampire.  Further there is a mysterious circle on the JG map, which is described as a pit in the ZG text, but on Megarry's map we see only a half circle in that area marked "pillar".  I wonder if this might have been one of Arneson's elevator shafts, or probably more likely, some kind of a pedestal.

The configuration in room 2 is slightly different but there are the same 8 cells.  These are marked "pens" on the JG map.

Rooms 5 and 6 are slightly bigger on Megarry's map.

Lastly, there is a small note on Megarry's map that says "? 30' above house".  This note refers to a house Megarry had H. W. Dumbo build.  Mr. Megarry told me:

 "It is located on the isthmus between the town and the castle. It is amazing that Arneson let me dig a tunnel in that area. I recall that I dug a tunnel from the northwest shore to the location of the house and then dug down to the 5th level before I connected with the Blackmoor dungeon (I missed other levels by a hair). I earned enough on expeditions to finally build the house, which I put right on top of the down part."


LEVEL 3





And the JG section:
   



There is a slight difference in stair placement in the three pronged passage east of room 2 that could have some significance for map alignment issues.

Room 10 is oriented completely differently.

In the center east section of the map is a single colored in square marked "H. W.'s hole".  That's the location of the tunnel from H. W. Dumbo's house.

At the very bottom of the map, near the area between rooms 10 and 12 and in the east/west corridor below them, is a door in the south wall with a hint of the corridor beyond heading south.  Here is a note reading "Elves ?".

LEVEL 4




Compare to the JG map:




At the North east edge of Megarry's map there is a note that says "Devils Fountain" next to "cave in".  Devil fountains are mentioned in the FFC, where they are said to be marked on the maps with black squares.  Only level 9 of the JG FFC maps have black squares marked on them, and curiously, that map has a note - probably a mistake -saying the black squares are trap doors. 

There's also a note on the nearby stairs that says "damaged stair".

On the eastern edge, the note reads S.P. 50'.  This appears to be the same as the rough hewn passage indicated on the JG map, but at the next hallway just to the west.

Just east of room 16, there is a feature not shown on the JG map that appears to be the fire pit also shown on level 3.  

Just east of that, in the north end of the triangular shaped room, a down stair is marked.  The same stair is marked two squares further north on the JG map, and the significance of this is that the JG map does not align with a stair on level 5, but Megarry's position of this stair lines up perfectly with the published JG map of Level 5.

Once again, on the eastern edge of Megarry's map, we see a note against a colored square marked "Dumbo's hole".  The note in the upper corner reads "50' from house; down in Blackmoor; (4th level)" 

LEVEL 5




Here's the Corresponding are of the JG map:




Megarry's map notes this is "100' down in Blackmoor".  

Room 15 is marked "empty" on Megarry's map, but there is a note there that says "secret passage"

Just east of room 15 is a "down stair" in a hallway with the note "...to 7th level 100' down".

There is also a down stair marked on Megarry's map missing from the JG map - at the end of the hall adjacent (east) of room 4.

A little further east, we see the location where the tunnel breaks through.  The note reads "Hole in roof". "Way up; 20' S; 100' up".  Another little note pointing at a small line in the area says "Spike".  The rubble seems to be marked on both maps.

Lastly, there is a stair marked in a slightly different position in the room just north of room 5.

LEVEL 6



The Level 6 JG map portion:




 The corner notation on Megarry's map has "150' from Dumbo's house"

There's some pretty rich notation on the maps for this level.  The hatched squares on Megarry's map are marked "fire pit" as on the JG map.

The South passage extending from room 1 is marked "slopes down" and the doorway at room 1 is marked "S. P." for secret passage.

Room 14 in the JG map has but one stair marked.  Megarry's map however has two "up" stairs marked on the southeast wall, flanking a semicircle labelled "Throne".

LEVEL 7

Level 7 is the last level contained in Mr. Megarry's maps.  The areas shown are the northwest and southeast corners, so I will present them seperately;

L7 NW



Same portion on JG map:





Interestingly the Megarry map actually shows a small portion of corridor at the top edge not found on the JG map.

The square in room one of the JG map is marked "firepit" on Megarry's map.  

Also note the area indicated by small dotted lines and the word "down" on the JG map at the northwest end of the corridor in the middle of the image.  Megarry has an explanatory note at this location: "Alcove False Bottom". 

The note at the southeast corner reads enigmatically, "To Dwarfs Entrance"

L7 SE



  And this section of the JG map:




The corner notation on Megarry's map reads, "200' down in Blackmoor" 

This section of the map reveals more of the dungeon inhabitants.  The entrance to room 17 is marked with S. P. on Megarry's map and the room itself is noted to have "10 Ogres" and underneath it is somewhat hard to make out, but according to Dave Megarry it reads   "gold dinning room".  

The stair at the west end of the east-west passage extending from room 17 is marked "up stairs 100' up".

Room 19 on Megarry's map is marked "168 Goblins"

Room 22 is drawn much larger on Megarry's map and is noted to have a "secret passage" entrance and "33 Trolls + riches"

Lastly, the unnumbered vertical corridor in the southeast corner is marked "20' wide passage", thus confirming the scale of 1 square = 10 feet.
   
I'll have more on HW Dumbo and Megarry's other Blackmoor characters in future posts, but for the maps, that wraps it up for now.  I believe some additional information and certainly some related content will shortly be available on the Secrets of Blackmoor documentary Facebook page HERE, so keep an eye on that page.

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Game Archaeologist/Anthropologist, Scholar, Historic Preservation Analyst, and a rural American father of three.
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