Dungeon, ho!
You nod at the dwarf as he goes on his way, and enter the dungeon. It is pitch-dark, (Survivalism roll:4) but fortunately Samuel is well-equipped enough (unlike your sorry ass) to have a
torch on his person, which he uses to light the way for you. Man, it's a good thing you have such an awesome partner, or you would be totally dead. The dungeon seems constructed rather haphazardly, with various twists and turns, and a few walls look as if they had been patched up, covering a botched construction attempt perhaps? (Knowledge (architecture) roll:4) Despite the obvious way the work had been rushed, the quality is sublime. There's no doubt about it--this stone was carved by a dwarf. Wait a minute......
As you explore, you find two branching paths: a big scary iron portcullis and a quaint wooden door. Neither are locked. You ALSO stumble into a nasty PITFALL TRAP (Dodge roll:6)! Quickly reacting, you stab your dagger into the wall on the way down, catching yourself, giving you a platform to hoist yourself out of. You ALSO jammed the mechanism that triggered the trap, so while it will be trivial to disarm and reset, the trap will not trigger again. Good if you forget it's there, but I guess it means you won't be able to lock any horrible beasts in the hole below, with all the bloodstained spikes.
Speaking of which, Samuel starts shaking himself off and wiping the bloodstains off himself while you struggle around with the pitfall trap. Gee, you could at least help out a little bit. At least you're strong enough to hoist yourself out of the pit after digging in, and your knife doesn't even seem to be damaged. The mechanisms must be made out of something weak, like conglomerate. Or clay.