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  1. vomiting entrance
  A stinking stone tongue hangs down from an opening 10 
  meters above the ground. The Walking Church will spew leech 
  riddled water on anyone who climbs the tongue, but only has 
  enough “vomit“ to do so once. 
  The entrance hall reeks of blood. 
  1d4 blood starved Leech Bats 
  roost in the ceiling. They attack 
  anyone who is carrying a light 
  and will try to extinguish it first.
  Leech Bat. HD>1. AC 14. Att: Drink
  1d2, then 1d4 damage/round or Blood Vomit
  2. Decrepit closet
  Mouldy ceremonial robes lie in a pile on the floor. A swarm of 
  bugs lie underneath. They skitter towards a crack in the wall if 
  disturbed. 17 GP and 3 swamp pearls lie inside their hideout.
  11
  Crawl inside an unholy giant in this low level OSR-adventure! 
  Created by Karl Stjernberg / @skullfungus
  the colossus rises!
  Long ago, during the chaos wars, the high priest Lamak the 
  Devout bound his soul to the bell of a local church in an attempt 
  to aid his order of war priests. Because of his blind devotion 
  and incredible sacrifice, a true miracle was bestowed upon 
  him - The church was animated and rose as a titanic champion 
  made out of stone. For every step the walking church took, the 
  Soul-Bell would ring, and Lamak’s holy energies would radiate 
  out across the battlefield, healing those who fought on its side.
  After many glorious battles, the walking church was finally 
  destroyed, and sank to the bottom of a swamp. The Soul-
  Bell remained intact however, and during the centuries that 
  passed, it grew corrupted and hateful. By absorbing the souls 
  of countless of swamp dwelling vermin, the Walking Church 
  managed to reformed itself, twisted and bloated, and slowly 
  started to dig its way out of the bog...
  However the adventure starts, the following is always true:
  A village is attacked, the survivors telling feverish tales of a 
  ruthless giant. A foul stench lingers in the air and the sound of a 
  church bell rings out in the distance. A reward is mentioned.
  “What do you know, old bag?” 
  Inquisitive adventurers may roll 1d6 on the table below:
  1. *Holds nose* “The stench is bad enough to raise the dead!”
  2. “It was an unholy abomination! Clearly the work of demons!”
  3. “That wasn’t no giant! Giants don’t have hooks for hands!”
  4. “I found a rare gold coin in one of its tracks. Take a look!”
  5. “This is all the fault of the witch who lives out in the woods!”
  6. “I know the sound of that bell. It sounded like the Church of 
  Lamak, but that can’t be. How do I know that?” *Secretive grin*
  Tracking down the giant
  The giant is easily tracked by following the huge, round 
  footprints it leaves behind. There is a chance that any given 
  footprint holds something of interest. 
  Roll 1d6. (Each result may only happen once.)
  1. Smushed body of a villager. 1d8 CP , broken knife, flat bread
  2. Small dog, cowering at the bottom of a hole. Miraculously 
  unharmed but scared. Loyal to anyone who helps it out.
  3. Swamp skeleton. HD 1. AC 10. Att: Claws or broken sword 1d4
  4. Half crushed cow, mooing weakly. Will rise as Spiteful 
  Undead if not put out of its misery. HD 2. AC 12. Att: Horns, 1d6
  5. 3 GP with marking that read “The Order of Lamak“.
  6. Crushed and stomped 
  monster lair. A lone Goblin 
  has survived the onslaught, 
  and lies whimpering 
  among the rubble. 
  It’ll probably aid 
  the adventurers if 
  helped...
  6
  7
  8
  9
  10
  5. The hateful heart
  The room is dark and cold. Any light source will struggle to stay 
  lit. A thumping sound echoes from within. A black heart sits 
  on a pillar at the back of the room. This is the Hateful Heart 
  of Lamak, and is what keeps the Soul-Bell hidden. Anyone 
  standing close to the heart for more than a few seconds takes 
  1d4 cold damage/ round.  Sad Whispering Shadows, emerge 
  from the darkness. They know about the Void-Dagger and 
  are trying to help the adventurers. The only way to destroy the 
  Hateful Heart is by stabbing it with the Void-Dagger, room 10.
  6. hissing key-master
  A small cage sits on a table in the middle of the room, and in it 
  a shrivelled up, dead lizard. The lizard has a key in its mouth. If 
  the cage is opened, the lizard will try to escape, either through 
  an open door or out one of the windows where it will stay, just 
  out of reach. The secret doors are hidden by unholy magic, and 
  can only be seen by those who hold the keys that unlocks them. 
  The Lizard Key opens the door to room 10. A faint thumping 
  sound can be heard from the east, and is coming from the Void 
  Dagger.
  7. Trapped library
  A trap door opens up below any unwary adventurer, sending 
  them down a stinking chute that empties out at the feet of the 
  Walking-Church. Ouch! The walls are lined with bookshelves 
  containting religious tomes. All but a few are ruined by swamp 
  water and rot. Behind a particularly foetid tome are 1d3 vials 
  standing in a copper rack. None of the labels are legible.
  “I drink the potion!“ Roll 1d6. Results w/o time are permanent.
  1. +2 STR.  
   
  4. Sharp Fangs, 1d6 damage.
  2. Turn into rat, 30 Min. 
  5. Invisibility, 10 Min.
  3. Fungal fingers. 
   
  6. Random limb explodes!
  Spiral Stairway.
  See arrows for 
  direction
  The Terrible Walking Church!
  10. The hidden blade
  The body of a drowned witch hangs from a rope in the ceiling. 
  A black hood covers her head and A black dagger sticks out of 
  her chest. This is the Void-Dagger, the only weapon capable of 
  destroying the Hateful Heart. Attempting to remove the hood 
  will hear result in a whispering voice: “I must remain hidden“. 
  Removing the hood will result in a shriek that drains its victim 
  of 1 level and turns their hair white. If the Void-Dagger is 
  removed, a black tendril will snake out from the wound and 
  attack in a whipping frenzy while the hanged witch laughs.
  Black Tendril. HD 3. AC 10. Att: Whip, 1d4. 
  Begins to choke victim on an attack roll of 18-20.
  The Void Dagger is an alien weapon. +2 to hit, 1d8 damage. 
  Killing blows steal the victims soul. After stealing 10 HD worth 
  of souls it turns into a chrysalis. 6 days, 6 hours and 6 minutes 
  later it hacthes into a portal to a dark planet... *Gulp!*
  11. cursed bell tower
  Until the Hateful Heart has been destroyed, entry to this room 
  is impossible as the stairway endlessly keeps going upwards as 
  a thumping sound grows stronger. Otherwise, the stairs lead 
  to the tower of the Soul-Bell. An enormous black bell hangs 
  from the above. As the adventurers enter the room it will sound 
  a deafening “DING-DONG“ as a slimy figure drops down from 
  underneath it. The thing that drips into existence is Dark 
  Lamak, and represents the corruption of the Soul-Bell.
  Dark Lamak. HD 4. AC 16/12 if attacked by the Void Dagger
  Att: Random, roll 1d4 below:
  1. Putrid Sword 1d6. Killed target rises as 1 HD undead.
  2. Leech Storm. Nearby targets are drained of 1d2 HP. 
  3. Swamp Clone. Dark Lamak splits into two for 1d4+1 rounds. 
  Attacks against Lamak has 50% chance of hitting clone.
  Clone: HD 2. AC 12. Att: Sword 1d6.
  Re-roll this result if clone is alive.
  4. Command the Giant. The Walking Church shoots its hook-
  shot through a window in an attempt to destroy an adventurer. 
  (-5 to attack roll, 6d6 damage, as indicated below)
  Dark Lamak takes double damage from the Void 
  Dagger. He melts away upon defeat and the Soul-Bell 
  shatters into 1d20+13 shards worth 25 GP each, if 
  sold to a wizard, alchemist or the like.
  One of the shards still carry the 
  corruption of the Soul-Bell... 
   
  Ok, now what?!
  Will the destruction of the Soul-Bell 
  result in the crumbling of the Church, or 
  will the giant remain ever motionless? 
  Can the adventurers control the church?
  the walking church
  HD 10/AC 20 Att. Hook-shot/Stomp 6d6
  -5 to attack rolls against smaller targets.
  Special: The Walking Church only takes damage from siege 
  weaponry. It attacks once every other round. As long as the 
  Soul-Bell is intact, the Walking Church is followed by 1d6 
  Undead. It can animate 12 corpses/day.
  Undead. HD1. AC 8. Att: Rusty Weapon, 1d6 
  random encounters
  Roll 1d6 every 10 min. On a result of 1, roll on the table below:  
  1.  Villager, Crazed from fear or scared witless? (50%)
  2. 1d4 Leech Bats, flutters around brightest light.
  3. 1d2 Undead, eating leeches or stumbling around hatefully.
  4. Swamp slime, drips down from above. Watch that torch!
  5. The Church jumps, hold tight or you might fall!
  6. Ghost of Lamak, stuck in limbo fighting the forces of chaos.
  8. Harpoon arm
  Two swamp ghouls nest within this bone covered room. One 
  of them carries a Bone-Key that opens the door to room 6. The 
  Ghouls knows how to open it, and can use the hidden door to 
  flee or  to set up an ambush. The ghouls are hungry and can be 
  persuaded to help adventurers if promised corpses. They know 
  the story of Lamak and worship the Hateful Heart as a God.
  Swamp Ghoul. HD 2. AC 12. Att: Claw & Bite, 1d6. 
  Save vs 1d4 rounds of horror-induced petrification 
  Valuables have been hidden inside a nook in the arm: 12 GP and 
  a Foetid Amulet: Wearer can see through the eyes of a rat 1/day.
  9. Broken harpoon arm
  A slack chain drags behind the Walking Church, and can be 
  used as a means of entering and exiting the colossus. 
  The door to room 6 is blocked from this side by a big pile of 
  rubble. A faint thumping sound is heard from the south.
  3. Corpse 
  surprise
  4 bodies are chained 
  to the walls, covered in 
  algae and leeches. One of 
  them squirmings and moanes. If approached, the 
  belly splits open as 1d4 Gross Eels spill out.
  Gross Eel. HD >1. AC 12. Att: Bite 1d4 or Electric 
  Charge 1d4 to all nearby targets. An attack roll 
  of 18-20 stuns target for 1d4 rounds.
  Behind the bodies are murals depicting 
  knights fighting demons. The knights are 
  being aided by a radiant giant. The giant 
  has a church bell covering its head and is 
  wielding two giant spears. An engraving 
  under the mural reads: “Priest Lamak holding 
  back the darkness. May he forever serve us“.
  4. Cursed goblet
  Rotten pews face an altar against the wall. 
  Skeletons sit in the pews, their garbs all but 
  rotted away. If touched they crumble to dust, 
  causing a coughing-fit (check for encounter).
  A cursed, black goblet stands on the altar. It 
  contains unholy swamp water, and splashes it on whoever 
  first touches it, giving enemies +2 to hit the victim. The effect 
  lasts until the goblet is blessed or the Soul-Bell is destroyed. 
  The Chalice is worth 500 GP if blessed. Hidden behind a secret 
  panel at the bottom of the altar lies a pouch that holds 75 GP 
  and a dirty silver sceptre worth 100 GP. The coins carry ancient 
  symbols and markings that read “The Order of Lamak“.
  Goblin(s). HD 1. AC 12 
  Att: Bite or Claw 1d4
  Feins injury to fool the 
  gullible. Hates sunlight.
  
SOURCE: textdata/thevault/One Page Dungeons/OPD It Tolls For Thee (OSR)/It Tolls For Thee (OSR).pdf