Tuesday, March 31, 2020

The Six Homeric Metals

There are six noble gases; substances which are stable even under extreme pressure and temperature.

There are also six Homeric metals; substances which are highly reactive, not only with other substances but with abstract concepts, such as evil, life, or honesty. No small number of magical or cursed items are made from one of these metals. These are what an ancient Greek hero, flush with funds from the latest conquest, would make spearheads or chariot wheels out of.

These were initially inspired by a footnote in Patrick Stuart's Veins of the Earth, of which I am a known fanboy.

Подборка репродукций картин из галереи LACMA Лос-Анджелес (часть ...
The Fight Between Aeneas and King Turnus, Giacomo del Po

The lightest of the Homeric metals, and the one with the rarest antagonist: heroism. Heroism in an antiquated sense, that of someone who takes immense risks for glory, rather than one who is especially moral. Illium seeks out the destruction of the great and powerful, in proportion to their greatness. In game terms, Illium weapons have +1 to hit and +1 damage per level (or hit die) of the target. Against 0-level peasants, it has no effect. Against kings and legendary adventurers, it's a death blow. Other items forged from Illium similarly seem to lead to the downfall of the mighty; Illium jewelry tempts them to their doom, Illium armor breaks unexpectedly, Illium tools build contrivedly faulty products.

Illium is nearly impossible to find, as the gods realized it could be used to utterly destroy them, and hid it deep in the bowels of the earth, smelting it with impure substances to dilute it. Multiple apocalyptic prophecies reference a vault in the earth that unleashes god-doom upon the world. The meaning of these prophecies is suppressed.

Orichalcum Sestertius, Roman; 16 BC; Rome; AR1-7 on eHive
An oxidized orichalcum coin, stamped with blessings and placed under the tongue of a corpse

The legendary mountain copper of Atlantis, possessed of a shiny, white color and opalescent texture. According to ancient metallurgical texts, the metal was possessed of a vital essence, for which it was specially valued in funeral rites. Coffins coated in orichalcum could keep wicked dead from rising, and orichalcum-tipped spears and arrows were employed in warding off evil spirits. An orichalcum weapon deals +1 damage to undead, and can touch incorporeal beings.

The orichalcum mines dried up even before Atlantis fell to the ocean, and it has largely been relegated to legend. Some intrepid tomb-robbers have dug up old graves to scrape off the shiny white metals that coat them. They don't often make it back.

Homeric Iron
Iron must be quenched in blood. It alone among the Homeric metals is honest about its purpose, and refuses any form which does not cause harm. Creatures which hold on to Homeric iron hear its siren call towards violence. When a blade of Homeric iron is unsheathed, there can be no parley. Old soldiers cast iron lots to decide who charges the enemy line. A set of iron dice thrown in a gambling match end in a bloodbath. Any such item which does not cause bodily harm to a thinking being will conspire to do so.

It is no more effective at killing than normal iron, but loves doing so. For each Homeric iron item held, the character or party in question suffers -1 reaction rolls. Iron weapons begin with Ego 10, which increases daily until it is used for violence, and prompts Wisdom checks against its holder. Homeric iron is all too easy to make; bury the metal inside a dying man until his spirit leaves him. Many family heirlooms are made of Homeric iron without the knowledge of their brash, confrontational inheritors.

Wine Vessel (Hu) | China | Western Zhou dynasty (1046–771 B.C. ...
Blessed Bronze serving vessel, employed by ancient royalty

Blessed Bronze
A violent disinfectant, antagonistic to life on the micro and macro scales. Anticrobial. A blessed bronze weapon deals +1 damage, but also disinfects all wounds with a scathing sensation. Blessed bronze-coated blades can be used to wipe down surfaces, and exceptionally valuable vessels made from blessed bronze slowly purifies any pollutant or poison contained within.

Ancient texts claim it can be produced at great expense, but only by master metallurgists who imbue the bronze with prayers at each stage of smelting. Modern attempts to recreate it have failed, and blessed bronze today is most often found in wrecks and ruins.

Properly called pyrite, firegold exhibits a slow exothermic reaction on contact with other precious metals. Gold, silver and platinum, and bronze and copper to a lesser extent, cause pyrite to burn at temperatures well in excess of 2000 degrees centigrade, melting these lesser metals to sludge. Though fierce, the reaction takes a substantial amount of time to build up; a pyrite coin might be in your coin pouch for a few days before it suddenly bursts into flame and burns you to the bone. The reaction is accelerated by contact with more valuable metals, or by being surrounded by a critical amount.

The uses of this 'moron's gold' are few, besides sabotage and cruel pranks. Some claim that this is not a physical reaction at all, but a metaphysical opposition to wealth. Experiments using precious jewels have returned promising results, but nobody will fund them. Designs for highly destructive explosive devices have been drawn up, but powering them would require literally burning money, and no military needs to win that badly.

Ancient Armenian Coins: Medieval / Crusaders Armenian Coin Jewelry ...
An old crusader's oath inscribed on an oath-tin coin
Worn around the neck on a chain or thong

Oath-Tin: Highly malleable, and the most easily worked of all the Homeric metals. It doesn't react violently on contact with other materials per se, but rather on contact with dishonesty. Hermetic and mystical orders employ Oath-tin in amulets and phylacteries, inscribed on them the tenets of their oaths. If these principles are bent or twisted, the metal becomes hot to touch. If they are outright broken, the metal and its wearer spontaneously combust. Note that these violations can be committed by anybody nearby, not just the wearer. This is a very useful tool for cults to keep their members from contact with outsiders.

Oath-tin is mined exclusively by the dwarves. It is not solely found at depth, but rather is difficult for non-dwarves to manipulate, as the ore is less stable than the purified metal and has a habit of exploding whenever a hypocrite is nearby. Most non-dwarves qualify.

Oghmanessium: The seventh Homeric metal, which does not occur naturally. Its hypothetical existence is posited by 'Chymists' a rogue school of heretical wizards with a fetish for theoretical alchemy. They claimed to have synthesized it, but have provided no samples. If it indeed existed, it would be expected to have a violent reaction to anything ugly; bad art, poor taste and inadequate morals.

Monday, March 30, 2020

Rat Bastards - Redwall Playtest part 1

Deus ex Parabola, of the Numbers Aren't Real blog, is currently running a playtest for a Redwall-based GLOG game. Set in what was described to me as 'furry Game of Thrones,' based on a popular children's book series, we got down to some largely wholesome, and only slightly bloodthirsty, fantasy hijinks. I've never read Redwall, but I watched The Secret of Nimh at a formative age and it seems close enough.

Our cast
Blacksnout the Frail, Fox Wanderer - played by me
Rillbarr Riverstone, Otter Hunter - Ahistorian
Welko, Shrew Riverfolk - Xenophon of Athens

The Game
The game began in Redwall Abbey. But shock! Horror! The Sword of Martin the Warrior had been stolen! Could it have possibly been the rat who appeared in Redwall just days earlier, muttering about a young rat warlord in the east? Probably, yeah.

Our mission, which we chose to accept: recover the Sword of Martin. Getting the party together and gathering some basic equipment, we headed north along the Old Road. Along the way, we encountered a trio of moles, best approximated as Tolkien dwarves. They spoke in an unintelligible West English dialect, moved slowly, and seems to be alright folk.

Axtel Sturnclaw | Redwall Wiki | Fandom

'Moles are well known for their racism.' - Rillbarr Riverstone

We passed them by and after two days of travel reached the river... which was 60' across and wasn't forded over. Luckily for us, we didn't have to get across. We just had to wait for a squadron of shrews - the Guosim - to arrive in their canoes and row us east. The party sat by the shore and skipped stones, then set down to camp, and early into the night, on the otter's watch, we were interrupted.

A great shadow spread its wings over the fire from a high tree. An owl! Which to our eyes was about the size of a dragon. 'Who?' it asked of each of us. With some bluster and deception, we convinced the owl that our shrew was a actually a cornmouse, very bitter to the taste, and a band of shrews had already passed us on the river east. It could surely catch them and have a much better supper.

ArtStation - The Tiny Dragonslayer, Adam Harvey
Adam Harvey

'Finger-lickin shrew' - Rillbarr Riverstone

The owl silently winged east, and we all breathed a sigh of relief. The Guosim arrived the next morning, and we traveled with them three more days, thankfully avoiding the owl. We were dropped off on the road to the eastern Port, where the Sword was on a ship waiting to be sailed to the warlord's island hideout.

The good vermin-folk of the port directed us north along the shore, where some rat corsairs had been causing them trouble. Given that we looked like more trouble, it made sense for them to send us on a collision course.

'We look like troublemakers, not trouble-making do-gooders' -  Rillbarr Riverstone

The party encountered a beached pirate ship, loaded to the gills with chests and various treasures. Three pirate rats with swords and clubs, led by a malformed, gigantic albino rat who looked strong enough to beat us to death with his bare claws. After warning us off, the party launched a surprise attack... in which Blacksnout rolled a critical failure. Thankfully, non of his allies were hit.

Mossflower Country & Beyond | Fantasy Critters | Rats, Fantasy ...

'Actually, I haven't done anything to you yet, so I'm not actually an enemy' - Blacksnout

The combat continued apace, dodging tide pools and hopping on sand dunes, avoiding the rat's charges. Rillbar and Welko focused on the leader, while Blacksnout made straight for the boat. The Sword must have wanted us to succeed, as the rolls were strongly in our favor. Most of our attacks hit, and none of theirs did. The giant rat was slain with slings and javelins, and each of the remaining rats failed their morale checks, running off into the night. Blacksnout, who had done almost nothing the entire combat, climbed atop the boat's prow and crowed victory.

With the Sword of Martin safely recovered, the session ended. But who was this 'Crowed Rat'? Why was he stealing priceless treasures from across the land? All this and more in the next session of...

...Redwall - The RPG Playtest


Much of the game was a haphazard fusion of Many Rats GLOG with Deus' new system. The encounter rolls in particular took up a good deal of time. For wilderness, it's best to roll fistfuls of d6s at a time, or take the UVG route and guarantee one encounter per time period.

Online play is difficult, and Roll20 isn't the most convenient tool in the first place. It's surprisingly hard to do combat turns, since someone will take an action, then forget they had a movement until the next turn, and so on. That just takes practice on everybody's part.

Pre-writing sections of the game you know are coming is a habit I picked up running my Morrowind PbP game, and it pays off, either to read from it or paste in the chat. It really speeds up the game.

Playing as woodland animals is easier than I thought, especially without knowing anything about Redwall. There's a lot of space for humor there, and tone is quite lighthearted so far.

Thursday, March 26, 2020

Fallout GLOG: Skills, Perks and Progression

After some time spent in exile in benighted lands (DMing on a 5e server for a week) I return full of new ideas and energy.

Prepare for a blast of posts in the near future, many of them shorter analyses of systems or problems. In this case, I was weighing the merits of Mileage XP (not milestone, literally XP per mile traveled) inspired by Xenophon on the Discord, when I made an unguarded comment about using it for a Fallout-based GLOG game.

Fallout 76 gets a £12-a-month subscription called Fallout 1st ...

Gabriel Hole-Jones (SherlockHole on Discord, of the Mimic's Nest blog) immediately took me to task on how such a game might work. Instead of tweaking some GLOG classes to fit Fallout archetypes, such as melee barbarians, demolitions experts and infiltrators, he proposed instead using a Fallout 4-style tree; each SPECIAL attribute contains 4 templates, like a GLOG class; instead of fitting into archetypes, players are free to make their own by mixing and matching in accordance with the limits set by their attributes.

Now, some problems and their possible solutions.

FO4 relies on a 10-point scale, with a perk for each point. Not suitable for our purposes. I want to keep that 4-template tradition. Now, I'm attracted to switching from 3d6 to 4d4, however, 3d6 also has its charms.

4d4 gives us 13-point spread, so we can be asymmetrical. The first template is available with a 4-7 score. The second with 8-11. The third with 12-15, and the fourth, the pinnacle, with only 16, requiring either an extremely lucky role, mutations, serious drugs, genetic experimentation, etc.

Meanwhile, 3d6 actually gives us a symmetrical 16 point spread. You can give each template on a 3-6, 7-10, 11-14, 15-18 cumulatively. 4d4 leads to slightly lower-powered characters, more average scores, and means that the 4th template would remain legendary. 3d6 allows for more extrema, biased towards higher scores, and characters have a substantial chance (slightly below 70% each, if my math is right) of being capable of taking a D template.

Fallout: New Vegas - Getting Started: SPECIAL and Skills (Ep. 1 ...
Old friend, we meet again

In both cases, the first template of any score is open to all characters, even those with a minimal score. I'm not sure how much I like that. By taking a template, a character with a 3 or 4 Charisma can take a perk to improve prices, or pacify creatures. But they wouldn't be able to progress beyond that. It's an interesting progression system to be sure, and as much as I wasn't a fan of FO4, the low-granularity and elegance of the idea appeals to me.

I've not made a decision between either form of stat generation yet. Both can work, and anyone using this ruleset would modify that choice to taste. Now to figure out exactly what perks one might place in each template. I cleave to the GLOG maxim that a level 1 character is mostly as useful as a level 4 character. The ability to carry out almost any should not be exclusive to certain perks; rather, they should enhance and offer new options in specific circumstances. This is the design principle I keep to going forward.

Wednesday, March 18, 2020

Point Nemo: Announcement and Playtesting Call

Now that's what I call a hiatus!

Between finals and scrambling to get back home for quarantine, I've not posted anything in nearly two weeks. I've not been completely useless though. I've made a twitter account, @NicolsRoman4, which I will likely use intermittently. I've been reading and annotating my copy of Castle Xyntillan, and scheming to get my family to play it.

Image result for fantasy diver
Aleksandr Plikhta, 'Diver'

Oh, and I've kept up with my big project. I've been talking about it incessantly on the Discord, and I've confided more deeply in a couple people. But now I think I'm ready to make a sort-of official announcement.


...is the operating title of my underwater play zine. After seeing all the excitement around ZineQuest 2 in February, I decided that this long-incubating idea was best expressed in zine form. It's been in proper development for a month and a half, in which time I've released the basic rules for underwater play on the blog, in a cruder form than they exist in my version.

But simple rules for underwater play are just the beginning. The mission for Point Nemo is to create an all-in-one resource for running old-school games under the waves. From a scuba-diving one-shot to an entire underwater campaign, Point Nemo will have you covered. Tools, tips, items, treasure, hooks, locations, adventures and creatures for Game Masters to run their games in the deep blue.

At present, the draft is breaking twenty pages, for which the rules are effectively done. Between the bestiary, item list, hooks, adventuring locations, I expect the final draft to be at least forty, before accounting for any art.

From time of writing on the tail end of Q1 2020, Point Nemo is in pre-alpha. It's a lot of writing with no formatting, testing or art. Going into Q2, I'll be playtesting the material, first personally and later releasing a playtest packet for other GMs to test out.

That's where you come in. I'm looking for a group to playtest the material in online sessions, played through Discord. I'm currently located in the UTC+1 time zone, but my schedule is, at the moment, very flexible. If you're interested, PM me through Discord, and I'll see about consolidating a group and time. You can look through the updated rules and some instructions for character generation here.

I'll also be looking to hire on an artist and layout designer, as well as other creators as necessary. This is my first time trying to publish anything, but I want this to be a professional product. I'm willing to take my time and let the project cook to make it as good as possible. Crowd-funding is a possibility, but is not a necessity.

The goal is to have a PDF copy of Point Nemo available for purchase by the end of Q3 2020, which is coincidentally the moment I'm going to have a lot less free time. A hard copy would be the next step from there.

Besides art and layout, Point Nemo will eventually need the aid of copyeditors and reviewers, and I'll be consulting with more experienced creators to market and put the product out there. If you can see yourself in any of those roles, do message me through Discord or on this blog. I'm currently putting together funds, and nobody who contributes to the project will be leaving empty-handed.

In the meantime, stay safe and stay healthy. These are strange and hard times, and with all fortune we'll look back on them soon with relief.

Friday, March 6, 2020

OSR Rules for Underwater Play: Combat and Survival

Now that we have some rules for diving, the next big pieces for underwater adventuring are combat and survival. As usual, the straight rules are just below, and the explanations for how I made those choices are detailed beneath them.

If you're coming into this series here, this is a set of rules for underwater play. Everything from a scuba-diving one-shot to an Atlantean adventure to a whole campaign taking place underneath the waves. I'm assuming medieval/early modern diving technology being common, plus some cutting edge stuff the PCs have a chance to get their hands on at greater prices. Fighting against the logistical difficulties of the deep ocean s the big challenge here, so I go forward assuming no underwater races, and no easy access to water-breathing.

Happy diving.


Bludgeoning weapons (hammers, maces) take -6 to damage.
Slashing weapons (axes, swords)take -3.
Piercing weapons (daggers, spears) take no penalty.

Throwing daggers, and other such weapons deal 1 damage to targets 5’ away.
Javelins, bows and crossbows take -1 damage for each 5’ beyond the first 10’.

An athletic human, using assisted diving technology such as fins, can move 30’ in a standard round while carrying standard equipment. Moving with substantially excess weight lowers movement to 1/2x standard.

Characters with no armor add their DEX modifier to their armor class.
Light Armor: As Leather. These include padded diving suits and armors made from sea-animal skins (seal, shark, etc).
Medium Armor: As Chain. Includes harnesses carrying thin metal plates and light ring shirts.
Heavy Armor: As Plate. Includes heavy diving suits, designed for deep submergence.

Post image
Laurent Ballesta, Sodwana Bay

Some breathing mechanisms include:

Unassisted: Holding one’s breath lasts for a minute of activity, allowing for a dive down to 150’ and an immediate return to the surface. Narcosis sets in at 100’.

Diving Bell: Bell-shaped chamber pumping air from the surface with a hose. Provides a source of air without returning to the surface. Costs 30gp.

Diving Cylinder: Cylindrical metal containers that contain compressed gases. Costs about 10gp and takes up one inventory slot, empty or full.

Compressed Air: Can be compressed for free with a pump on the surface. Lasts for 1 hour. Narcosis still sets in at 100’.

Diver’s Gas: Mixes of gases with funny names produced by alchemists and wizards with funnier names. More expensive, costing some 1gp per tank, but allows for diving down to 300’.

Potions: Magical concoctions, whether in the form of a draught, pill, salve, etc. which have a particular beneficial effect, such as water breathing, or bends resistance, or better insulation.

Magic Items: Some magic items will offer resistance to narcosis or depressurization up to certain depths, specified along with each item.

Mutations: Biomagical adaptations to the undersea environment, enhancing a creature’s abilities; anything from improving lung capacity to creating gills, allowing for indefinite time underwater.

Eating and Drinking Underwater 
It is possible to eat and drink underwater with some practice. Waterskins are replaced with flasks, and rations are constructed to be eaten underwater with minimal difficulty.

Resting Underwater
It is possible to take a 1 hour short rest (a lunch), underwater, with all the benefits that brings, so long as the party’s air supply is sufficient.
A long rest (good night’s rest) is not possible while submerged. The players must either return to the surface or else find some dry location, like a cave or underwater habitat with air and a heat source.



Melee Weapons: Most melee weapons are unsuited to underwater combat due to increased drag. Piercing weapons are the least affected. Blunt weapons are slowed to the point of near uselessness. This is a rule, implemented in various forms, by most fantasy RPGs with underwater rules. For one, it makes real-life sense. For another, it gives the players a mechanical reason to replicate the trident and harpoon-gun aesthetic we're working to create here.

Ranged Weapons: Almost all normal ranged weapons are ineffective underwater. Throwing weapons, especially small ones, are nearly useless. Further, strung weapons, such as crossbows, must be specially treated, or else become inoperable in 1d4 hours of submergence.

Specialized Weapons: Certain weapons are favored by underwater combatants. Spears and daggers are the least cumbersome melee weapons. Nets are very useful in constraining the movement of humanoid combatants. Ancient weapons using water pressure and even firepowder can be recovered, which fling projectiles at great speed.

I ran the numbers, and the 30' movement figure actually isn't unrealistic assuming a 6 second round. In a 10 second round, it's just right. A human with fins can reach up to 1.5m/s, corresponding to just less than 30' in a round. Michael Phelps, at his top speed of about 5.5 miles per hour, approaching 50' in a 6 second round. I'm not assuming the players are Olympians, but they should be competent and well equipped. As a result, I'm comfortable using the standard figure.

Most armors are unsuited to being worn underwater. Plate will make underwater movement impossible, and even chain will weigh you down. With rust and wear, different kinds of armor are needed. Armors made and worn underwater tend to be much lighter than those on the surface, and are focused primarily on preventing piercing damage.

My visual image for a lot of this comes from Thunderball and sponge-diving, corresponding to no and light armor respectively. Medium armor starts to get heavy-duty, but still built for an unerwater environment where mobility and piercing damage is king. Heavy armor is tougher to move in, but provides a ton of protection, both from attacks and the environment. I'm imagining Mothership's vaccsuits.

Post image
Point Nemo, the farthest point from land in the world
Almost no ocean life survives here

Rest and Survival

Breathing Underwater
When operating underwater, the most limited resource is breathable air. The party may find some pockets in underwater caves or artificial structures, but they can’t rely on those. The air they bring with them is their most essential resource, and running out deep beneath the waves is a sure death.
The PCs are assumed to be competent, but not supernaturally talented. They can maintain one minute of activity with their last breath, enough to swim 300’. An immediate ascent from <300’ to the surface may well save their lives, but will likely result in the bends.

This module does not assume the technology or magic level of the campaign world. Some methods breathing mechanisms, such as scuba gear, bathyspheres and diving helms, may be available technology or scavenged from an ancient civilization. Others, like potions, mutations and spells, vary depending on your campaign’s approach to magic.

Breathing mechanisms have three characteristics: rarity, duration and depth. Some methods of water breathing are more commonly available, while others are rare and expensive. Some last a long time, others very little. Some allow for exploration at great depths before suffering narcosis, others will only permit shallow exploration. At no point should a mechanism that is cheap, long-lasting and effective be present; it would be like having unlimited, bright light or good food underground.

Potions: Consumable magic items are a must, and an underwater environment makes you reconsider the form they come in. Glass vials filled with liquid wouldn't be too convenient. Other forms, like a breath of magic gas, performance enhancing pills, healing serum injected directly into the body.

Magic Items: The possibilities for magic items are great. I'm thinking shark-skin cloaks that allow transformation, enchanted diving helms, consumable figurines that break to absorb the bends.

Mutations: While these may seem very powerful, they are permissible with caveats. For one, they are likely rare and risky; the whole party won’t be able to try them, and those who do are taking a serious risk. Further, they carry penalties outside of water. The gilled PC now cannot breathe on the surface without a special mechanism!

Sunday, March 1, 2020

OSR: Prison of the Hated Pretender Redux

I finally got down to reading Gus. L's Prison of the Hated Pretender, which I had heard talked up as an introductory/funnel adventure for quite a while now. It really is as good as everyone says, and it's a free PDF.

That said, it's also quite wordy, taking ten pages to describe ten rooms, three tables, and two enemies. Those extra words aren't going to waste with the extra detail they provide, but I need something a little more legible to use at the table. So I've summarized this for my own use. A version of this summary as a document can be found here. I recommend using this in conjunction with the original PDF. Read through it, then use the summary for moment to moment play, and refer back to the original if you need specific detail. The tables aren't replicated here.

I've adapted this for GLOG, which means a couple changes to the statblock and reducing the value of treasure almost 10 times. The original values are listed at the bottom.

Image result for skull cave
Adrian Villarespe

Total treasure (131.3gp) plus unvalued equipment
20gp in jade shards, 12gp, 11sp, 42cp in coins (total 13.52gp), opal worth 5gp, fittings and screws worth 20gp, silver holy symbol worth 3gp, 28cp in coins, 45sp in enchanted glass, 5gp melted copper, 25gp gold-etched mace, 25gp blood rubies.

Armillary of Fatidic Stars, silver scale mail+1, shell-shaped buckler, barbed mace, 2 silver daggers, 6 flasks of oil, 1 flask of strong poison, 30' of silk rope, blackened leather armor


The Hated Pretender
HD 3 (15 HP) DEF 13 ATK 13(1d6 claw/claw) MOV 1x MOR 10 SAV 8
Undead, turns as 4HD
Immunities: normal weapons
Treasure: None.
Cursed: Rise from dead the next night unless its body is destroyed.

Phantasm of Vengeance
HD 1 (5 HP) DEF 16 ATK 11(1d3 touch) MOV 1x MOR 12/8 SAV 6
Undead, turns as 2HD, only by neutral or chaotic clerics

Area 1 - Gate

Mouth blocked by steel bars, door propped open with rock, lock broken.
Outside: gnarled tree, climbing to 'eyes' Area 5. Rope on branch. Dex roll to get from ground to crown.

Area 2 - Entry Chamber

Chamber, crude stone, carved from outcropping. Remains of fires on stone floor. 10' roof.
The Ward Circle: 10' diameter, magical sigils, jade plates, may be shattered (20gp). Inside circle: hear keening and objects slowly pushed out.

Area 3 - Museum of Horrors

Triple archway, relief carvings in rooms, scratched and vandalized. Right: Overlord uses device, conquers. Center: Overlord delights in torment and torture. Left: Defeat by divine intercession and slow execution.
Skeletons of small animals on the floor. Spiral staircase in left room leading to Area 4 and Area 10.
Bright sunlight in day, (1d4+party) phantasms, fixate on creatures in Area 2. 20% chance of d4 phantasms at other times. Reroll whenever passing through this area.
HP avoids these rooms at night.

Area 4 - Landing

Bare, desolate, better condition than below. Sunlight through door to Area 5, counter-weighted open.
10% chance of 1d2 phantasms passing through at any time. 10% chance of HP at night.

Area 5 - Solarium

Light pours through eyes from 11-4. 60% chance of (1d4 + half party) phantasms then. HP enjoys it in evening, here 20% of the time.
Small bones, tossed pots and urns, loose dirt, blood dragging stain. Light through trapdoor in ceiling too, hair rope, leads to roof Area 7.

Area 6 - Pretender's Abode

Windowless room, strong smell of death. Jumble of trash and broken furniture, dresser, end tables, couch, chair, terrible condition. HP rests in nest of rags. Treasure in dresser or on table when in the room: a pile of incongruous coins, 12gp, 11sp, 42cp plus a cracked opal worth 5gp.
Pitch black, HP  is here in day, may be gnawing on bone, playing with treasure. Will panic if light enters the room, won't attack if stopped in 2 rounds.

Area 7 - Grotto

Sunlit in day, roofed. Fresco with bearded scowling faces, eyes scratched out and vandalized. 1d4 phantasms in day, aid and aided by phantasms in Area 8 in 1 round. Avoided by HP.

Area 8 - Pumpkin Patch

Half-roofed, quite pleasant. Chipped stone tub in room, surrounded by dried blood glyphs, pumpkin plant growing inside. Broken furniture in corner, 20gp fittings and screws. HP here 90% at night. If encountered here, -2 reaction. If destroyed, but pumpkin unharmed, will parley next time automatically, be better inclined.
1d4+4 phantasms patrol between here and Area 9 in day.

Area 9 - Battlements

Oval patio, open air. Pair of stone benches. Armillary of Fatidic Stars, 6' sphere of gears and discs, spheres welded in familiar patterns, markings in magic language. Powerful magic item, see table. Works for prophecy just once, but can still banish the phantasms.

Area 10 - Crypt 

Brightly lit, polished stone. 5' radius circle in center, covered in mosaic. Jumble of bones at stairs. Along south wall, 2 bodies, adventurers. 450 pieces of enchanted glass in ceiling(1cp, 45sp). Hp has never been down here, no idea about it. In day, 20% chance of 1d4 phantasms passing through. At night, 2d10+10 phantasms on every surface.
If Armillary is set to the pattern here, will banish the phantasms.
Circle in center is raised, in common: "These Sainted Dead Shall be Free to Roam the Night's Heavens". Will break under more than 100lbs, drop to pit for 1d6 damage. Bones at the bottom, disturbing them summons 1d6 phantasms.
4 sarcophagi, roughly human, not detailed. Inside are skeletons with useless copper plate, can be melted down for total 5gp metal content. The west one also holds gold-etched mace, 25gp.
In north, more ornate sarcophagus behind iron bars. Broken with strength with -10 penalty, using leverage and ropes effectively guarantees it. Opening sarcophagus triggers blade trap, +6 to hit, 1d8.
Inside is bird-head skeleton, bronze plate, bone scroll with 10 blood rubies.

Changes Made

I changed the value of the treasure here to fit GLOG. I was assured by other people who had run PotHP that it's not meant to level a new party, and the value of the treasure here isn't very much. The original values for treasure in Labyrinth Lord are as follows:
Total treasure, 1109.28gp plus unvalued equipment
200gp in jade shards, 12gp, 8ep, 112sp, 428cp in coins (total 31.48gp), opal worth 50gp, fittings and screws worth 200gp, silver holy symbol worth 30gp, 28sp in coins, 45gp in enchanted glass, 50gp melted copper, 250gp gold-etched mace, 250gp blood rubies.

I didn't know quite how to change the save values for the HP and phantasms over, so I just eyeballed it.