With the rope cut, the mechanism releases and the door slams shut with a cloud of dust that briefly fills the hallway. Outside, the howls and shouts of the gnolls can be heard, along with clawing and grunting. Currently as they are revved up into a rage, there's no organization to it, but if they can start working together, the adventurers could end up with a hallway full of gnolls. The halls of the ancient ruin are wide enough to easily have three of the huge lizardmen to walking shoulder to shoulder and as Valna begins to lead down towards where Grendelle ran, it becomes clear that there's another possible issue... After the first turn, which way did she go?<br/><br/>Each time the hallway has a turn, it turns in all directions and the halls are terribly similar to each other with little way to differentiate direction. Of course, Grendelle is within very easy shouting distance, so this shouldn't be an issue yet.<br/><br/><strong>Adventurers, what do you do?</strong>