TEXT: The Temple of K'thu'uk 
  A Microlite20 adventure suitable for four 1st level adventurers. 
  Not so long ago the hill and environs was home to one of the 
  stranger Kobold tribes of the realm. The entire area was deeply 
  forested, and the Tribe of K'thu'uk held sway. These Verdant 
  Kobolds called the tree branches their home, worshipping the bones 
  of their Green Dragon ancestor in their whistling, chirping language. 
  Then the humans came. They tore down much of the woodland to 
  build their farms and villages. The  Tribe of K'thu'uk fought back as 
  only they knew how, erecting ingenious traps along forest paths, 
  luring hunters into deadly swampland and planting assassin vines 
  and slumberspores where humans were likely to tread.
  
  The humans grew to fear the Forest, and reacted in the way all 
  Humans respond to things they fear. They destroyed it. Much of the 
  forest was taken by fire leaving a vast tract of ash that has only 
  become usable farmland in recent years. What remains of the the 
  forest nestles atop the hill surrounded by a river – a fortunate 
  defence against the flames, and the Verdant Kobold's saviour.
  Hidden in the copse is a cave mouth underneath a rock outcropping 
  shaped like a dragon's jaw. This is the entrance to the Temple of 
  K'thu'uk, now the Verdant Kobold's home and holiest of holies.
  You have been asked by the Sheriff of Ashton (the closest Human 
  Village) to clear the Kobolds from the area once and for all. 
  Behemial Shoreson, one of the villagers, was killed in the Trapped 
  Copse just a week ago. Enough is enough.
  You are promised 15gp for each Kobold head returned to the village 
  square by midnight three days' hence. In addition, any treasure 
  found in the Copse is yours to keep. Ashton is a small village with 
  just one tavern (The Burning Oak) and a small shop that is able to 
  supply anything up to 20gp in value from the Microlite20 
  Equipment List.
  Entering the Trapped Copse
  The copse is clearly visible and easily reached in just a few hours 
  after leaving Ashton. There are a number of hunter's trails through 
  the copse, though these are regularly trapped by the Kobolds. Roll 
  1d6 three times on the following table before the Temple entrance 
  is reached:
  1. A Small Assassin Vine lays across the path. Search DC15, otherwise it 
  gets a free attack on one random character. EL2
  2. Slumberspores block the way. They look like small round purple 
  heather bushes, and are quite common. Touching them induces sleep 
  and can cause a lung infection. EL1
  3. Pit trap, 10' deep (1d6 fall), Avoid DC20, Search DC24, Disable DC20. 
  EL1
  4. Net trap, +5, Avoid DC20, Search DC24, Disable DC25. EL2
  5. Springback branch, +5 (1d4), Avoid DC15, Search DC20, Disable 
  DC20. EL1
  6. Poison dart trap, +8 (1d4 +poison -1STR/-1d4STR), Search DC20, 
  Disable DC18. EL1
  
  Note that Avoid checks are (phys+DEX); Search/Spot checks are 
  (know+MIND); Disable checks are (sub+DEX). To save vs. poison 
  roll (phys+STR) against the DC for primary then again 1 minute 
  later against secondary effects. 
  In addition, the characters will hear or spot (DC20) lizardlike 
  creatures swinging from branch to branch in the foliage. By the 
  time they have chance to react however, the Kobolds have 
  disappeared.
  The Temple Entrance
  The entrance to the Temple is easily found; a stone outcropping 
  shears out of the ground like a lunging dragon's maw. It is covered 
  in a luminescent moss which gives it an eerie glow in the forested 
  gloom. Beneath the outcropping is a small cavemouth barely 5' 
  high. 
  It is not trapped in any way – but do not tell the players that! Let 
  them search. This is intentional deception designed to inflict 
  paranoia on unwelcome visitors. A stone tunnel leads downward to 
  a battered wooden door. There is a grill set in the wood about 3' 
  from the ground.
  All doors are made of very old, almost rotten wood (12hp) and 
  closed but not locked unless otherwise specified. The walls of this 
  temple are covered in patches of phosphorescent moss giving 
  gloomy lighting to a 10' radius. This is in itself a Kobold trap – roll 
  (phys+STR) DC12 each hour or take 1 STR damage from spore 
  inhalation. Anyone who takes more than 3 STR damage develops a 
  noisy dry cough making hiding or moving silently difficult (-4 
  penalty). The Kobolds are immune to it's effects.  This damage 
  heals when out of the Temple at a rate of 1STR/week.
  Random Encounters
  While in the Temple, roll 1d6 per hour. On a 6, roll 1d6 on the 
  following table. Assume these creatures arrive through the network 
  of small tunnels (see Room 10)
  1-2
  1 x Verdant Kobold - EL1
  3-4
  2 x Dire Rats - EL2
  5
  1 x Small Alligator - EL2 
  6
  Roll Twice
  Room 1 - EL3
  Gnarled tree roots hang from the roof of this large chamber. On a 
  
  raised dais in the centre is a huge statue of a headless dragon; it 
  appears carved from one solid lump of jade. The tree roots hang 
  and loop around it's neck and outstretched wings. Scattered on the 
  floor of the chamber are tree saplings in pots, and pools of water 
  gather in the corners. 
  Four Kobolds are tending the saplings; they have advance warning 
  of the adventurers' approach and are hiding among the sapling with 
  their spears and slings. The DC to Spot them is 16 each.
  Exits: Two south, two north, one west
  Treasure: Kobold equipment, jade dragon statue (worth over 600gp 
  if it could be moved)
  Room 2 - EL2
  Overturned barrels, tent canvas and chests mark this as a store 
  room – and a very disorganised one at that. The mess from the 
  east side of the room has been pushed aside to make room for a 
  rough firepit and rags cover a seating area. There's a smouldering 
  fire in the pit and the charred remains of some woodland creature.
  Two Kobolds are fighting over the food and don't notice the PCs at 
  all. 
  Exits: One north, one west (to a privy), two east
  Treasure: sundry items – mainly canvas and travel goods
  Room 3 - EL3
  Rags adorn the floor, some covered in blood from – well, it's better 
  not to know where the blood came from.
  Four huddled Kobolds are sleeping off their night scouting the 
  forest and will only notice the PCs when they're almost on top of 
  them. Award no EL if the Kobolds are killed without a fight.
  Exits: One north, one south, one east, one west
  Treasure: Nothing of worth
  Room 4 - EL4
  Rough sketches of traps and maps of the forest cover the walls. A 
  large table surrounded by chairs and upturned barrels is littered 
  with parchment, lumps of charcoal and small models made of wood 
  and twine.
  Two Kobold Elders lurk in the shadows; these are the most 
  
  experienced trap setters in the tribe and have earned their position 
  of leadership. Spot DC20; they are hidden behind barrels at 
  opposite sides of the room and will fire at the backs of anyone who 
  approaches their opposite number. Good luck smoking them out!
  Exits: One west, one south
  Treasure: The maps, sketches and models are worth about 200gp 
  to cartographers, trapmakers and enemies of Kobolds everywhere
  Room 5 - EL3
  The floor is a morass of mud and still water. Small patches of plant 
  life float on the foetid surface. Two Small Alligators twist as you 
  enter and slide into the water and approach.
  The water is only 4' deep, so can be waded with caution by anyone 
  but the shortest halfling. If both Alligators manage to bite the same 
  character they will try to pull their victim in – roll (phys+STR) DC20 
  to resist. Anyone in the water is at -2 to attack.
  Exits: One south, one east
  Treasure: Submerged a third of the way into the room is the 
  skeleton of a dwarven cleric, still clutching his Masterwork 
  Warhammer. A Circlet of Protection (+1 AC) adorns the skull.
  Room 6 - EL3
  A voice shouts as you open the door: “Stop, fiends and bow before 
  the might of K'thu'uk , the Dragon Who Will Come Again!”. A clearly 
  crazed Kobold wielding a green spear and facepaint points to a 
  tapestry depicting a Green Dragon being beheaded by an Elf. This is 
  Klaldyk, High Priest of K'thu'uk. He begins to gesture wildly........
  Exits: One west (covered by the tapestry), one north
  Room 7 – EL4
  Just in front of the entrance to this room is a 15' pit trap.  Avoid 
  DC20, Search DC24, Disable DC20. Anyone falling in takes 1.5d6 
  damage. All the walls of the pit are covered in wooden spikes 
  angled sharply downward; anyone trying to climb out will take 1d4 
  damage per round, (phys+DEX) DC20 for half.
  In the centre of this room is a large raised dais, around which  are 
  six stone pillars carved in an intricate leaf pattern. Lit torches set in 
  the walls lick patterns across the floor. Resting on the dais is a large 
  dragon skull covered in moss.
  
  As the players approach, the skull lifts from the ground, it's eye 
  sockets glowing with a baleful green pulse. Words echo through the 
  room: “You dare defile my Temple?! You shall die!”. K'thu'uk's 
  Skull lunges toward you, it's teeth dripping venom......
  Exits: One south, one east. 
  Treasure: At the end of the eastern corridor are three sacks. These 
  contain the remains of K'thu'uk's treasure: 80gp, 600sp and three 
  jade figurines (carved likenesses of the green dragon from Room 1) 
  worth 120gp each. There are no traps.
  Room 8
  Warm mist laces the air, and plants fill the room.
  Among the plantlife nestles 2 Slumberspores and a nearby 
  Assassin Vine. Spot DC15 to notice each; (phys+DEX) DC20 to 
  avoid contact with the Slumberspores. The Assassin Vine will 
  attempt to constrict anyone who falls asleep.
  Exits: Two north, one east
  Room 9
  Spilled soil and plant pots litter the ground. There is a distinct scent 
  of plants and moisture in the air and a feeling of quiet solitude.
  Exits: One east. Unlike the other rooms, this door is quite sturdy 
  and can be latched shut form inside; stress that this room may be a 
  safe place for the characters to rest. Roll no random encounters 
  while they are here.  
  Room 10 – EL variable
  There  is no Room 10 displayed on the map; This is a network of 
  tiny passageways that criss-cross around, above and underneath 
  the  other Temple rooms. These are inaccessible to any but the 
  smallest adventurer (a halfling might just be able to pull 
  themselves along on their knees and elbows). These tunnels are 
  too small for Kobold Elders to enter, and Klaldyk (see Rooms 6 and 
  7) will not demean himself by using them. There are usually 1d10 
  Kobolds in the tunnels at any point in time.
  Room 11 – EL3
  The sound of scuffling alerts you to activity as you approach the 
  room. Three Dire Rats are exploring the contents of this store 
  room; most of the food and drink is spoiled though you might be 
  able to salvage something......
  
  Exits: One south, one east
  Treasure: 20' good rope, various gardening implements, a 
  serviceable Leather tunic that will serve as armour (+2 AC) and, 
  hidden in an old box (Search DC25) is a Shortsword +1 that has 
  been used to make seed holes by the Kobolds.
  Room 12 - EL4
  Rough planting tables line the walls, stacked with pots, soil and 
  sundry implements. 
  Hiding under the tables are two Kobolds and a Kobold Elder. 
  They will stay their until Spotted (DC20) in which case they will use 
  their slings and small crossbow to good effect. 
  Plot Twists & Options
  1. The Verdant Kobolds did not cause the death of Behemial Shoreson. He 
  was killed by the Sheriff, a wealthy landowner who wishes to expand his 
  holdings into the Copse. The Kobolds just wish to be left alone while they 
  attempt to resurrect their Dragon God
  2. The Kobolds are under the sway of Symathrae, an evil river Nymph who 
  almost died as a result of ash infecting her river. She wishes to lure more 
  Humans to the copse in order to exact her revenge. K'thu'uk knows 
  nothing of this.
  3. K'thu'uk was a powerful druid in life; use the Druid spell list from the 
  SRD for the skull's magic, maximum spell level 2. K'thu'uk's preferred 
  spells are Guidance, Produce Flame and Summon Nature's Ally II.
  4. K'thu'uk could be negotiated with. He wishes only to be left alone while 
  the Kobolds work toward returning him to life. He was a Neutral Mage (or 
  Druid) in life, working for the good of the forest with his Kobold 
  assistants. His death occurred before the first human settler set foot on 
  this land. Though the taint of Undeath has turned his toward Evil, it is 
  targeted at the Warped Elves to the North; he believes some of his bones 
  remain with that tribe. Find and return them to him and he swears 
  humans will be safe from then onward in the Trapped Copse.
  5. To increase the difficulty of this adventure: add Winged Kobolds and 
  more Kobold Elders. 
  6. To decrease the difficulty: remove two Kobold Elders and one Small 
  Alligator. Roll Random Encounters once every 2 hours.
  
  Monsters
  Verdant Kobold, HD1d8 (4hp), AC15, Spear +0 (1d6-1) or Sling 
  +2 (1d4) 
  STR 8 DEX 12 MIND 12, subterfuge +4, all other skills +1
  Winged Kobold, HD2d8 (8hp), AC15, Spear +1 (1d6) or Sling +2 
  (1d4). Able to fly. 
  STR 8 DEX 13 MIND 12, subterfuge +5, all other skills +2
  Verdant Kobold Elder, HD3d8 (12hp), AC15, Spear +2 (1d8-1) or 
  Small Crossbow +4 (1d8) 
  STR 9 DEX 13 MIND 13, subterfuge +6, all other skills +3
  Klaldyk (Verdant Kobold Cleric-2), HD1d8+2d6 (10hp), AC15, 
  Spear +2 (1d6-1). 
  Divine magic, max level 1. Preferred spells: Guidance and Shield of 
  Faith.
  STR 8 DEX 13 MIND 14, communication +6, all other skills +3
  All Verdant Kobolds have a +4 bonus to Climb (Phys+DEX) checks.
  K'thu'uk's Skull, HD4d6+11 (26hp), AC16, Bite +6 (1d8+2 plus 
  acid, 1d4/round for 1d4 rounds, (phys+STR) DC20 for half). 
  Arcane Magic, max level 2. Preferred spells: Guidance, 
  Prestidigitation and Magic Missile. Undead traits.
  STR 14 DEX 16 MIND 16, communication +7, all other skills +4
  Dire Rat, HD1d8+1 (5hp), AC15, Bite +4 (1d4 plus disease)
  Small Alligator, HD2d8+8 (16hp), AC16, Bite +6 (1d6+4) or Tail 
  slap +6 (1d4+4)
  Small Assassin Vine, 2d8+6 (14hp), AC15, Constrict +4 
  (1d4/round until Break free (phys+STR) DC=vine's current hp
  Slumberspore, 1d8 (4hp), AC10. If touched in anyway, 
  (MIND save) DC12 or fall into deep sleep 1d4 hours. Take 1d4 
  damage from spores infecting lungs, Resist (phys+STR) DC12.
  Symathrae (River Nymph), HD3d6+3 (12hp), AC17, Dagger +3 
  (1d4) or Seductive Drowning (MIND save) DC15 or be drawn into 
  the river. 1d6 damage/round from her watery kiss until Resisted 
  (MIND save) DC15 
  
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SOURCE: textdata/thevault/Microlite20/Microlite20 The Temple of K'thu'uk.pdf