Here, a dead adventurer and several re-killed draugr wait for you. Scavenge the room for everything of value to you and have a look at the keyhole atop the small stand. This keyhole, like the other, requires the Ivory Claw, which you do not have. Fortunately, the four-pillar Ancient Nord puzzle here has already been solved and whoever opened it has moved on.
The hallway leading from this room holds another trap, evidenced by the burnt corpse waiting in the corner. There is a chain beside the trigger plate for the trap, but that doesn't disable the trap- it just closes the porticullis you just passed under. Unfortunately, you cannot turn off the trap, and what's more a draugr waits around the corner. If you have a follower things can get a little sticky, as they will usually follow close enough to trigger the fire just as you are standing in the spot it hits, which will make the otherwise ordinary draugr into an added difficulty you can't really afford to worry about as much as you want to. Using the porticullis to shut out your follower until you've handled the draugr isn't a bad option, but one way or another you've got to get past the combination.
The next room, around another corner and down some stairs, is quite large- and those with good eyesight may notice the quest marker that is supposed to indicate Daynas Valen is anchored somewhere on the balcony of the central pillar of the room. Enter the room cautiously, as there are esome nasty surprises here- not limited to the oil on the floor waiting to catch fire.
Five draugr at the least are in this room, both of the Restless and ordinary varieties, and the moment you're fully in the porticullis drops, potentially cutting you off from your backup. Thankfully, the chain to open the gate is immediately behind you to your left, so open it and let anyone accompanying you in. Once the draugr are all re-killed, scour the room- one of the dead adventurers is here, and he has a book that will grant you a rank in your One-Handed Weapons skill lying virtually under him.
Once you're done here, head to the stairway through the other door to the room- but don't run recklessly in. The floor here is a grate that will fall away when you first step on it. It's a sad little trap, though- you can reach the trigger lever from the water that fills the undergrate, letting you close it and automatically lift yourself out. Take a swim at some point, though, as a weapon and a coinpurse both lurk among the spikes that would love to be deadly at the bottom of the pit, if only there weren't any water.