The first door to the SE is a stone door. It is not locked, but it is stuck. Carved into the door is a bas-relief of a well-dressed hackal-headed man sitting on a great stone chair. More chairs flank the man, with more jackal-headed dignitaries sitting upon them. The carving bears claw marks from the gnoll's attempts to open the door.
Rodimus and Gorefoot are able to open the stuck door without too much trouble. Upon opening it, the movement of the door kicks the dust coating this room up in little swirls. The air is staler here than in the rest of the complex and smells of rotten wood. Seven crumbling wooden chairs line three of the four walls, three across from the door and two on either side. Upon each chair rests a single item, each beautifully crafted and shining despite the dust.
From the north east around clockwise the chairs have the following on them:
1. An iron clasp that is shaped like a wolf's head.
2. A heavy cloack is draped across the back of this chair, nearly crushing the rotting wood.
3. A cutlass sits on the third chair, it has an interesting pattern of blood-red waves cresting across the blade.
4. A silver crown shaped like the upper jaw and ears of a jackal. Dark bat wings curve around the sides, joining at the back to complete the circle.
5. A rotting wooden crossbow.
6. Several small silver coins flecked in lapis lazuli, shine with a blue sparkle as Percy's light falls across them.
7. A short dark purple candle.