It's a fantasy role-playing game.

DM: You are Vax Vax'ildan, a half-elf rogue . You are the member of the famous group of adventurers. Previously, The party, after essentially forcing this individual to reveal themself, the rakshasa fled through a tunnel underneath its room into a long subterranean tunnel fraught with traps that were set to protect it. The party managed to avoid these rather deftly until the steady decline of the hallway, combined with the increasing moisture and scent of refuse, caused a slick surface and our fantastic cleric, Brother Kash, Kashaw, slipped and fell down.
DM: Looking on the far side, it's partially buried in the ground from the collection here, but you can see there is a bit of a push, like the door had been opened briefly and pushed things away, then slammed shut, and it's slowly starting to coalesce back towards it.
Player: All right. Hold on, everybody. I walk right toward it, perception checking the area around it and the door itself. That's 24.
DM: 24? The door appears to be a normal door. Nothing strange about its presentation. However, upon checking the handle on the edge of it, it does appear to be locked.
Player: Locked. All right, well, I pull out my little sack and I pull out one of these (twing) and go to work on it. That is a 28.
DM: 28. In a matter of seconds-- this is an old-school lock, and one that is generally used for not very security-required rooms. Flick of the wrist, (click, creak) the door pushes inward a little bit and you have to get your strength in to push back the cluster of dried and liquid plant matter that is rotting against it, with just enough of a gap to push through into a dark room beyond, it looks like.
Player: I Fonzie'd it.
DM: You did, kind of.
Player: (Fonzie impressions) Hey. Okay, Tiberius, are you still lighting up this room?
DM: He is currently the only light source, yes.
Player: Okay, so there's probably a little bit of light going in there, so I'm trying to look in to see what I can see from his spill-in there.
DM: Okay. Glancing into the next room, you can see there's a little bit of a trickle of liquid that has spilled from underneath the doorway from this room. And you get the feeling this door isn't open very often, if at all, and the little bit of slime that has coasted through only goes about five, ten feet into a long stone hallway that disappears in the darkness no more than maybe 20 feet from you. Even with the low light, you can see pretty far. To the right and left of you, though: sets of iron bars.
Player: Okay. Tibs. Follow that. Try and keep behind me. And I throw up the hood and go as low to the ground as I can, and I start to Gollum along the floor, looking at the ground in front of me in the dim light, trying to see if I can see any traps ahead of me.
DM: Okay. Go ahead and make a perception check.
Player: 25.
DM: 25. As you begin walking into the hallway, you go past, and you start to notice from the visual around you, there's smooth stone floor. The iron bars are all the way across with some partitions between. This is in particular a subterranean holding facility, some sort of an underground prison, and it's very quiet and there is no light in here. There are sconces set up, but it looks like there have been no recent torches set.
Player: Hear anything?
DM: Hearing? You hear nothing. It is absolutely still and quiet.
