Y1. Main Entrance – An outcropping of large boulders emerges from the weathered
face of a nearby hillock. A narrow opening in the rock leads
into darkness below. A fallen sign leans against the side of the
cave entrance, and a cage made of branches and sticks sits on
the other side.
Y2. Alcloves – Even for kobolds, these tight tunnel openings are cramped. Small creatures can move through the tunnels in single file, while Medium creatures must squeeze through.
Y3. Temple – The walls of this cave have been smeared with what appears to be charcoal and blood to depict multiple representations in red and black of a looming, sharp-toothed reptilian devil. Two low stone tables sit in the middle of the room, one of which is stained with blood.
Y4. Common Room – The air in this large cave feels warm and close, thick with a reptilian stink mixed with smoke and burnt meat. Numerous beds of furs lie scattered throughout the room amid smoldering cookfires, while to the south, a ten-foot-wide alcove contains a large mound of furs framed by dozens of sticks on which are mounted the skulls of many birds and small animals, all smeared with ash.
Y5. Tartuk’s Quarters – The walls of this cavern are decorated by a rickety wooden frame formed from clean-cut branches lashed together with gut and twine. Banners cut from two-foot-wide strips of old blankets and horsehides hang from floor to ceiling, covering much of the walls. The sloppily painted banners bear dozens of primitive icons and mystic symbols. A large cauldron filled with bubbling red liquid boils in the center of the room.
Y6. Escape Route – A downward-sloping passage trails off into the darkness to the east here. The passage continues for several hundred yards before ending at a wall of hanging roots and leaves obscuring the exit out of the side of the hill. From outside, it’s a DC 30 Perception check to locate the cleverly hidden exit.