The sound of the dropping mug was enough to draw the gnolls eyes to the passage.  Upon seeing the illuminated image of the figure, one of them shouted to its brethen as it drew its rusty axe and charged forth.  The other quickly took out a scimitar and slit the orc's throat before following.<br/><br/>They are incensed by the darkness and how their "prey" just barely escaped.  They stood there for a moment, looking both directions through the shaft before deciding to return to the room.<br/><br/>Room 12 has some loot, although you don't have much time to thoroughly search the area before the gnolls return.  There's about 12 bottles of beer on the table, along with a sack of 50 gold pieces.  The orc prisoner has nothing on him.<br/><br/><br/><strong>Room 3:</strong>This hallway has a set of grooves running across the floor.  Just in time (32 on Perception) Sabisstra spotted hidden lines in the wall on the right, and jumped out of the way as they opened and a wheeled cart came tumbling forth!  The cart had a nasty-looking set of spikes on both sides, stained with the blood of previous victims, their bones caught between the sharp edges.<br/><br/><em>Gain 800 experience for dodging the trap.</em><br/><br/><strong>Room 4:</strong>This room is unlocked.  It is a small shrine to Erythnul, a statue of him standing tall and mighty in front of an altar.  A set of three weapons (battleaxe, greatsword, and mace)  laid upon it, glowing goldly with magical energy.  The statue of Erythnul shifts in form, from a human to a gnoll to a troll to a bugbear to an elf.  If one spends enough time the statue will cycle through all of the common humanoid and giant races.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spellcraft DC 12</div><div class="spoiler_body">The statue has a permanent <em>silent image</em> cast upon it.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">If the weapons are touched</div><div class="spoiler_body"><em>These weapons are the property of the Many!</em> a voice booms out in your head.  <em>Nonbelievers who violate these sacred tools of slaughter shall have pain and fear haunt them forevermore!</em></div></div><br/><strong>Room 2:</strong>A set of double stairs leads up into a room whose north entrance is blocked by an iron gate.  In the ceiling lies an axe head positioned to swing towards the north hall ostensibly if the gate is breached.  A weapons rack on the west wall held a variety of mundane, non-masterwork weapons (pick any simple, martial, or exotic weapon from the Pathfinder Core Rulebook).<br/><br/><em>The gate does not have an obvious winch mechanism, and cannot be bypassed normally.  The axe head can be sabotaged with a Disable Device check, although you take a -4 penalty due to lacking the proper tools.</em><br/><br/><strong>Room 9:</strong>You see four sleeping hounds at the far side of this hall.  They are unusually large for their kind, you'd guess they'd stand 5 feet tall at the shoulder if upright.  Their fur is reddish-brown, and their nostrils flare with smoke.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Knowledge the Planes</div><div class="spoiler_body">These are hell hounds, fire-breathing canines from the lower planes.</div></div><br/><em>Don't bother making a Stealth check, they rolled really low.</em>