Swig cocks his head sideways after finishing his spell. "Hey, guys. Take a look here. Somethin' ain't right about this door." (Search checks all around!)
(d20+12=30)(d20+4=24)(d20+6=12)(d20+0=7)For the most part, you all cant see anything. The door is locked, but that is all you can tell. Hort, however, can detect that there is a trap. Dun dun duuuunnn!
"OK, so it's trapped. You want I should break the door down and see if that keeps it from going off? Or," Berz looks at Hort, "are you gonna pull some crazy Diggle Commando crap out of your stumpy little butt?"
"Well everyone, the way should be clear. Let's move on." Hort walks into the long corridor searching (+12) as he moves down.
I think you have made a mistake. The first door, the secret door, led to the long hallway. At the end, around the corner was the trapped and locked door.
The fuzzy-looking area is where the alarm spell is covering; the door with the dot is the possibly-trapped one.
You enter the room in the south east corner, on the south wall. There is a closed door set in the west wall, in the north corner. There seems to be a faint hum of power in the room, and the distant sound of hammers ringing against glowing metal. A large ornate anvil lies in the center of the room. An iron chandelier hangs from the ceiling in all four corners of the room.