TEXT: Gregorius21778:
  Beneath Unhallowed Ground
  A Minimalistic Dungeon
  Version 1.0; by Kai Pütz 
  (c) 2019
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2019
  My blog:
  www.gregorius21778.wordpress.com
  My other titles:
  at drivethrurpg.com
  Artwork:
  Cover and background artwork copyright Lord Zse Zse Works;
  used with permission.
  Map originally (c) by Manabu Games; used with permission.
  Some artwork by Maciej Zagorski / The Forge Studios (c);
  used with permission.  
  Some artwork by Henriette Boldt / Boldt Art (c); 
  used with permission.
  Some Art © Azukail Games, used with permission
  Ghoul art (c) by Denis McCarthy; used with permission
  Some of the page fillers have been created with HORROR FONT by J. Pingo 
  Lindstrom (c); used with permission.
  This product is an independent production by Gregorius21778 and is not affiliated with Lamentations of the Flame
  Princess. Lamentations of the Flame Princess is a registered trademark owned by James Edward Raggi IV.
  Beneath Unhallowed Ground is a “Minimalistic Dungeon”. It has about 13 encounter areas which descriptions
  are about just three or five sentences each. The background is but a summary of events and circumstances, the
  NPC are not fleshed out. The map is functional instead of “fancy”. All in all, it is a simple OSR dungeon crawl with
  a few combats, a trap or two and few things that adventurers may uncover by searching. It is straight forward,
  without larger twists and turns, yet still offers some scenic bits. Good for a side-quest. Good for a one evening
  session.
   
  It is NOT meant for inexperienced GM, and not for high level characters. That being said, starting characters
  and/or inexperienced players may be in for a “party wipe” as well. A group of 3 to 4 characters (close quarters) of
  2nd to  4th level should be a good fit.
  As written, Beneath Unhallowed Ground is LotFP(tm) compatible and meant to be run with this system, but any
  experienced GM should be able to adapt it to a different OSR RPG system. 
  
  Background
  Imagine a small town, somewhere in Europe perhaps. A
  town that is paralyzed by dread. It started a few weeks
  ago. Tombstones in the cemetery fell forward onto their
  graves during the night. People crossed themselves, but
  dared not to look into the graves. The keeper became
  frightened, too, and talked about strange noises in the
  night.
  About a week later, he had disappeared. The townsfolk
  says he has run away at night. The priest then rallied
  people for a nighttime vigil at the graveyard, and some
  did join him. At the second night of it, devils jumped out
  of the darkness and attacked. The townsfolk ran, and left
  the priest behind. That was two days ago. Nobody dares
  to go to the graveyard or the church anymore. A few
  people already fled the town.
  Enter the player characters.
  Hooks & Rewards
  The  burgomaster  hears  that  well-armed  (or  simply
  adventures looking?) strangers have come to town, and
  welcomes them. By the best wine and food the inn has to
  offer, he nervously tries to learn something about them
  through small talk. The chat will end with him BEGGING
  the characters to help the town somehow. He can offer
  up to 1.500 sp (in total).
  The characters came here to see the now missing priest,
  either for the removal of a curse or for the translation of
  some latin text in a book or on an item they have found,
  or to acquire some holy water. No priest, no service. 
  Some shady figure has originally hired the characters to
  rob a crypt on  the graveyard, in  order to secure an
  amulet supposed to be there. Needless to say, the corpses
  have been robbed from the crypt and the amulet is now
  somewhere in the burrow of the ghouls. The “interested
  party” may have offered up to 1.000sp for the robbery. 
  First Investigations
  The cemetery is outside of town, they only buildings that
  border on it are the house of the keeper, the church and
  the house of the priest. It is rather large, and surrounded
  by a five feet high rubblework wall. Two cranky iron
  gates lead inside. Several larches and conifers have been
  planted between the graves, as well as some bushes.  In
  the western part of it, opposite from the church but close
  to the keepers house, lies an old crypt, shadowed by two
  large conifers and surrounded by thick bushes. It belongs
  to a now extinct family line that used to rule the town a
  few generations ago. 
  The houses of the graveyard keeper is not locked. A
  quick search reveals that the bed is unmade, but all is
  there that one would expect in a regular house hold. The
  latter is true for the home of the priest, but the door is
  locked and there is a strongbox hidden under some floor
  boards that contains several hundred sp (belonging to
  the church). The church contains what is to be expected
  from a town church. The stoup contains water, but not
  holy water. 
   d
  The  cemetery has  numerous  graves  where  the
  headstones  have  tumbled  over.  Characters  that  look
  around  and  succeed  in  a  test  for  Architecture will
  recognize that it looks like tunnels have been dug under
  the graveyard. Digging at an  appropriate spot (e.g. a
  grave with a toppled headstone) will uncover one of the
  ghouls  “access  tunnels”  (see  Beneath  Unhallowed
  Ground).  Even  without  any  successful  checks,  the
  characters will be able to locate the  place where “the
  devils”  attacked  the  peoples´  vigil:  the  ground  is
  trampled,  there  has  been  a  struggle,  two  discarded
  torches lie there and traces indicate that several people
  dragged somebody or something toward the crypt. 
  The rusty gate of the crypt is unlocked, angled steps lead
  several feet down into it. Several dirt tracks, to much to
  indicate anything useful, are all over them. At their end
  lies a broken lantern and a key ring with a couple of
  simple iron keys (both belong to the missing keeper). A
  wide brimmed, simple hat lies near one of the crypt walls
  while in the middle of the floor, a few of the stone tiles
  that cover it have been removed and placed aside. They
  now reveal the entrance of a man-sized steep tunnel that
  leads down into the earth. All coffins in the crypt have
  been forced open and are now empty.
  
  Beneath Unhallowed Ground
  The ground the tunnels and chambers of the ghouls´
  burrow are in is high in clay and dotted with small gray
  rocks  (up  to  fist  size).  Sometimes,  large  rocks  partly
  protrude from the walls or floor. No beams or other
  support structures are there. The tunnels have a roughly
  round cross section and wind from the east downward to
  the west.  The entrance in the eastern part of the the map
  leads  to  a  network  of  small  tunnels  that  the  ghouls
  created to reach and plunder different graves. Neither
  these access tunnels nor the entrance area to it are larger
  than it would be necessary to push a coffin through it.
  As the burrow is beneath the roots of the larches and
  conifers above, some of them shoot through the upper
  fifth and fourth of the walls, and some dangle down from
  the ceiling. The air is cool and damp, and so is the earth
  around the characters. In general, the ceiling is only five
  to six feet high, and a square on the map equals five feet.
  Unless of course, you as the GM likes a more “realistic”
  and crowded burrow. In that case, it is best to reduce the
  grid size to four or three feet. 
  The  low  ceiling  makes  it  hard  to  wield  medium
  weapons effectively (-2 to all attack rolls), and two-
  handed weapons are impossible to wield. Same is true
  for long-bows. Even characters with a small weapon
  will suffer a (-1) penalty to all attacks, unless they are
  either Fighters or Dwarfs. The use of minor weapons
  like daggers does not suffer these penalties. 
  As the ghouls are able to see in infrared (up to 30´) as well
  as in the normal spectrum, they need no light. But they
  are not blinded by or afraid of it either, and will notice
  party  members  that  carry  a  light  source  with  them
  quickly. Thereby, party members with any light sources
  have no chance to surprise a ghoul. 
  When the characters enter any of the “gray” areas
  with a light source, they will sooner or later gain the
  ghouls attention.  Surprise  will be impossible unless
  the characters charge the ghouls early on. Always see
  the  next  encounter  area´s  description  for  further
  details.
  Any combat against any number of ghouls that takes more
  than six rounds has an X-in-6 chance of having alarmed the
  next group of ghouls that is nearby, where X is the number
  of rounds over six. 
  Every 2 turns, there is a 1-in-6 chance that one of the
  ghouls from the next lair [2; 6; 9 and 11] is encountered
  while it walks around randomly. The ghoul will notice
  the party first, and try to sneak upon them to gain a look
  before sneaking away to alert all remaining ghouls, one
  lair after the other. 
  [01] The entrance to this cave is more rock than clay, and
  the ground becomes rock only a few steps into it. The
  dripping of water is audible, and the deep cave is full of
  water. It is slightly murky, but drinkable to the ghouls
  and free of other contamination. The bottom is 21 feet
  under the surface. 
  [02] When the party comes close to the tunnel that leads
  to this area, they may (2-out-of-6) hear  something from
  deeper in there. When they follow the tunnel, they may
  notice (1-out-of-6) the sweet odor of decay as well. 
  In the cave, four ghouls squat around a torn-apart and
  partly decomposed corpse. Or  did. When the characters
  have a light with them and approach the bend in the
  tunnel, they will already have noticed them and lurk at
  the walls left and right of the entrance instead, to ambush
  the  intruders.  Otherwise,  the  party  may  surprise the
  ghouls  as  each  lazily gnaws  on  a  limb  of  the  corpse
  (which otherwise lays dismembered in the middle of the
  place while the ghouls hide in the shadows). 
  A search will reveal a wedding band on the left hand of
  the decaying corpse (10 sp). All other fingers of the hand
  have been chewed off. 
  
  [03]  Further  down  the  tunnel,  all  manner  of  human
  bones have been neatly pilled up against a niche in the
  eastern wall, and form a hip-high and several steps wide
  pedestal for about two dozen skulls that have been pilled
  up on top of it. All face towards the opposite wall. A
  golden tooth (25 sp) will shine in a skull at the second
  row from the top (if the characters have any light with
  them). 
  It is easy to silently remove the skulls on top to get the
  one with the tooth, but doing so will rouse a couple of
  rats that are currently hiding behind the piled-up bones.
  A random nearby character must Save vs. Paralyze or will
  receive a bloody bite to the leg from one of the animals
  before  it  flees.  Characters  with  open  wounds  cannot
  surprise ghouls.
  G
  [04] At a fork, a very short side tunnel leads into a rather
  round chamber. Its ground is more than a feet below the
  entry  and  the  ceiling  is  7  feet  high.  An  opening  to
  another tunnel is located in its southwestern wall. 
  Eight simple wooden coffins have been piled up in its
  center,  four  upon  four.  Their  losely  closed  lids  are
  covered  with  large  blotches,  splatters  and  stains  in
  different shades of brown, red and dark gray. The surface
  of  this  impromptu  “dinner  table”  has  been  clawed
  vigorously. The lids of numerous other caskets have been
  crudely laid-up on the floor and lean against the walls. 
  The  lids  will  creak,  groan  and  sometimes  thud  against
  another when stepped upon.
  A successful search will uncover a silver necklace with a
  cross (30sp)  that has been cast away and ended up in the
  cracks between two lids. 
  [05] The small tunnel that leads into this area has the
  disgusting  stench  of  excrement  to  it,  and  this  grows
  stronger the further one approaches the shallow ditch it
  leads into. The ground of the ditch is capped with broken
  skulls, cracked bones and torn up rip cages, all embedded
  in  a  layer  of  semi-wet  offal.  Worms  writhe  in  the
  disgusting filth, which is more than ankle deep.
  The first successful search of the stinking cesspit will
  uncover grave good jewelry worth a total of 100sp, the
  second a total of 180 sp and a final successful search will
  uncover another 70sp. 
  Any character that sifted through the cesspit stinks horribly
  and may not surprise anybody.
  [06] The ceiling of this chamber is no more than 5 feet in
  high. It is the dwelling of 6 ghouls that use rags of grave
  gowns and the linings of plundered caskets as bedding.
  During  the day  they  are likely  to  be asleep,  but  the
  faintest  shine  of  light  will  wake  them  up.  Still,  the
  character  will  surprise them  if  they  charge  into  the
  chamber in a rush . Otherwise, the ghouls will ready
  themselves rather quickly. 
  Due to the very low ceiling, all penalties for fighting with
  certain weapons are further increased by (-1) here.
  A search will reveal nothing of value. The only notable
  item in the rooms is a large clump of salt the ghouls
  shared (and licked). 
  [07] The tunnel that leads into this room reeks of decay,
  and the sweet odor becomes sickening in the chamber
  itself. Those who want to stay there for more than a mere
  moment must Save vs. Poison or will be nauseated to the
  point of being close to throwing up. 
  Being nauseated like that means a (-1) penalty on all attempts
  to avert surprise for the next turn. 
  The  ceiling  is  about  8  feet  high.  At  the  eastern  and
  western wall, closed caskets (still nailed shut) have been
  pilled up to the ceiling. At the northern wall, already
  plundered  and  partially  broken  caskets  have  been
  stacked, with their short ends towards the wall, so that
  the pile protrudes into the middle of the chamber.
  The northern exit is not visible, as it hidden behind the
  stack of empty caskets. It is possible to move the caskets
  out of the way without much noise, but doing so takes
  two  persons  with  both  hands  free  and  a  couple  of
  minutes. While doing so, the characters will soon hear a
  low whimpering from behind the caskets. 
  A search that includes the still closed caskets will take
  two turns and produce  80 sp in jewelry and wedding
  bands. 
  
  [08] The small chamber behind the stacked caskets is
  about four feet high, and reeks of piss and shit. Here, the
  ghouls keep prisoners and “life rations”. The current
  inhabitant is the missing priest of the church. To prevent
  escape, they chewed off his fingers and toes while they
  held him down. He is thereby unable to run, unable to
  handle  anything  and  was  much  to  hurt  to  push  the
  caskets away on his own. By now, he is scared out of his
  mind. It takes a character with CHA of above 10 to have
  him come back to his senses. 
  Pulling him out by force will have him scream hoarsely,
  which will eventually alert the ghouls if he is not stopped
  from doing so quickly. The poor man cannot walk without
  being support by another character. 
  If the PC rescue him and put him into the hands of a
  monastery found two days away (as he will ask them to),
  they will be reward by the abbot with 3 gp each. 
  [09] This chamber is the dwelling of 4 ghouls that use
  rags of grave gowns and the linings of plundered caskets
  as bedding.  During the day they are likely to be asleep,
  but the faintest shine of light will wake them up. Still, the
  character  will  surprise them  if  they  charge  into  the
  chamber in a rush . Otherwise, the ghouls will ready
  themselves rather quickly. 
  These four are a fierce bunch. They will have the initiative
  and will not have to check for Moral until the second one of
  them is slain.
  A successful  search of  their  lair  will  reveal  a  small
  talisman made of the long hair of a female corpse and
  three short rips. Every non-lawful character within 10
  feet of this talisman will gain a +1 bonus on all  Saves
  against Magic/Magic Devices.  It will come apart (and lose
  its power) after about two month. 
  [10] When the characters enter the small segment that
  leads into this chamber with a light source, they will see
  something gleam in it. It will turn out to be the reflection
  of their light on numerous silver chains and necklaces
  (125  sp)  hung around  the neck of  nearly  mummified
  corpse that has been propped up inside an open casket,
  which leans against the far end of the room. 
  The ceiling is 8 feet high and the ground is laid-out with
  casket lids of a higher quality. Tomb stones have been
  placed on the ends of them, and form a kind of espalier
  toward the semi-mummified, jewelry draped corpse.
  It is a trap. There is  an 8 feet deep pit in the center of the
  chamber. A character that walks straight toward the corpse
  will have at least one lid swing down like a seesaw and drop
  down. The fall is rather harmless, the tombstone that will
  slide down the now up-tilted casket lid is not (1d8 damage). 
  [11]  The chamber is the dwelling of  5 ghouls that use
  rags of grave gowns and the linings of plundered caskets
  as bedding.  During the day they are likely to be asleep,
  but the faintest shine of light will wake them up. Still, the
  character  will  surprise them  if  they  charge  into  the
  chamber in a rush . Otherwise, the ghouls will ready
  themselves rather quickly. 
  One  of  them,  an  almost  skeletal  fiend,  will  give  a
  bloodcurdling shriek at the start of battle. All characters
  that are not Fighters nor at least of fifth level must Save vs.
  Devices or will count as Surprised.
  [12] The tunnel that leads here declines softly at first, but
  then  steeply  while  the  ceiling  grows  lower  till  the
  characters are forced to move with their backs against
  the floor or on all fours. 
  Unlike  the  tunnel,  which  has  been  burrowed  by  the
  ghouls, the underground chamber it leads into seems to
  be  natural.  Its  clay  walls  have  been  decorated  by
  numerous bones that were pressed into them. A quick
  glance shows that these are from human, from life stock
  animals … and from other things. The ground of the
  chamber is not clay but sandstone. A long, ragged crack,
  large enough to allow a man to climb down, leads into
  abyssal darkness. From it wafts up cool, stale air that
  smells of opened crypts and moldy bones. A character
  who listens long enough will hear something moving,
  deep down below. Something large. 
  The crack is where the ghouls came from, and it takes more
  than two hours of strenuous climbing till its end is reached.
  What lies below is beyond the scope of this dungeon crawl,
  but the GM is encouraged to make it a horrible twilight
  crossroad  between  the  world  of  men  and  a  completely
  different realm. It should  disencourage further exploration.
  But as players are players, and adventures are daredevils,
  the GM may need to improvise something...
  [13] The tunnel turns into a steep upward ramp towards
  the west. Afterwards, the ceiling is much lower. Any man
  that would want to move further would be forced to
  bowed forward, like a monkey. 
  This area is the transition between the ghouls´burrow and
  the small network of tunnels they created to access the
  graves above them. 
  
  "These  figures  were  seldom  completely  human,  but  often
  approached humanity in varying degree. Most of the bodies,
  while roughly bipedal, had a forward slumping, and a vaguely
  canine  cast.  The  texture  of  the  majority  was  a  kind  of
  unpleasant rubberiness. (...)
  a (...)blasphemy with  glaring red eyes, (...)bony claws  (...),
  gnawing at [a] head (...). Its position was a kind of crouch, (...).
  (...)dog face with its pointed ears, bloodshot eyes, flat nose, and
  drooling lips. (...)the scaly claws, (...) the mould-caked body
  (...)."
  [Quoted from "Pickman´s Model" by H.P. Lovecraft]
  “My” ghouls are little different from the mainstay OSR stat
  block. The grotesque, malicious little devils still, but without
  any paralyzing touch. 
  Alignment: 
  Chaotic
  Move: 
  120´ (40´)
  Hit Dice: 
  2
  AC: 
  13 (Unarmored & Shield)
  Attacks: 
  Claws; Teeth if succesful (1d4 damage; 
  1d3)
  Save: 
  as Specialist
  Moral: 
  9* (because they are in their burrow)
  Special:
  Infrared Vision (30´)
  Suggested XP: 50
  Scrawny: Hit Points are determined with 2d6 (instead of
  2d8).
  Dastardly: Stealth 4; Climb 3; Sneak Attack 2.
  Maniacal: when a Moral check shows doubles, the ghoul
  falls into a mad frenzy that changes Moral to 12 for the
  rest of the scene.
  Eater of the Dead: when corpses or heavily wounded
  beings are present, ghouls must pass a Moral check in
  order to give chase to  fleeing combatants. When  the
  check is failed, the ghouls will turn upon the dead and/or
  wounded instead (even their own).
  They can smell you: due to their keen sense of smell, a
  ghoul cannot be ambushed by characters with an open
  wound unless they were able to disguise their smell (i.e.
  attacking downwind). Likewise, ghouls are able to pick up
  the scent of blood, sweat or a decaying cadaver from up
  to 60´ feet away with a 4 out of 6 chance when they spent
  a minute sniffing.
  Dreadful: Ghouls are malice incarnate and radiate an
  almost tangible sense of dread. When five or more attack
  at once and their opposition does not outnumber them at
  least  2:1,  all  non-fighter  characters  that  have  never
  fought ghouls before must  Save vs. Devices or will have
  their  Initiative  halved  at  the  start  of  combat.  The
  Initiative stays halved till the first ghoul is taken out of
  the fight.
  If a character that is not a Fighter, Cleric or Dwarf is
  alone, confronted by ghouls and outnumbered at least
  3:1, he or she has to Save vs. Devices or will come under
  the effect of a 3rd level Cause Fear spell.
  Filthy: Wounds that have been caused by a ghoul´s claws
  or teeth will will inflame and fester after a while. The
  character needs to see a Physician to have the wounds
  dressed, must be treated with special remedies or needs
  magical healing. Otherwise, they will not heal and the
  character  will  lose  a  point  of  CON  per  day,  due  to
  inflammation, fever and suppuration. When half of the
  CON  is  lost  before  the  wound  has  been  treated  as
  mentioned above, a limb needs to be amputated or the
  character will die from blood poisoning within 1d4+TB
  days. Dwarfs only lose a point of CON every second day.
  
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SOURCE: textdata/thevault/Lamentations of the Flame Princess (osr)/Adventures and Settings/LotFP - Beneath Unhallowed Ground [v10 bw].pdf