You follow the winding stairs of the circular opening of the surface deep down. There is little light, only coming from the surface allowing you to see not farther than ten feet in. There are two torch holders hanging on the wall to the left and right as you enter, absent the torches that would be there as well as a barrel of oil to fill up lanterns. The chamber itself appears to be carved out of natural rock in the area, the walls smoothed out enough to give the room shape. (Regular Vision can see 10 ft in. Low-light can see 20 ft in and dark can see regardless) The floor has scattered rubble and looks like it hasn't been used in quite some time. Barrel- Perception Check(0): The barrel unfortunately only has about five pints left in it. Door- Perception : On the back wall of the room you see a darkly colored door of what appears to be iron. You see no keyhole on it. When players attempt to push open the door it will be stuck. In fact it is barred from the other side. "As you try and push the door open you are met with a familiar clunk, that of a bar keeping it shut." (DC 30 Strength to Break) (DC 20 Perception to find secret panel that contains lifting device) (DC 20 Disable Device to activate lift device) An unsuccessful check activates a needle trap that injects the person attempting to activate it. This trap contains 1 needle. A second fail activates a Delayed Fireball. Mutated Giant wasp poison (Injury) (Fort DC 20) (Instant)(1/rd. for 6 rds. for 1d3 Dex damage) (1 save) Delayed Fireball Reflex Saving throw for half damage (DC 22) 20d6 damage (20 ft cone) --- <.< What happens in my dungeons stay in my dungeons.