Out of Character: : Retha, Bend bars/Lift gates is a % roll, not d20. You also know that any attempt to open the door by hand will be a noisy and difficult affair.
Thane checks the door but finds no evidence of traps or other hazards.
Rethal, putting his back into it, is able to push the stone door open. The grating of stone on stone as the door slides across the floor can be heard echoing loudly out of the cave.
Once your eyes adjust, you see a corridor approximately 20' wide and 30' deep with halls leading off to the northwest and the northeast from the end of the room.
Between here and there you see four rows of approximately six skeletons each all standing at attention. Each appears to be armed with old rusty weapons, but they make no movement and it appears they were just assembled and left standing there.
"Well it looks like we might have found a place to poke our heads into. I only brought some candles for light, if someone wants to toss me a torch, I'll light it up and carry it."
Delgar will take out two torches and light them up holding on to one and passing one to ardo then I will suggest we proceed with caution and ask if anyone knows how to look for traps
Rethal will Allow Thane and Oberan head in first. "Check out the skeletons and make sure they are not alive first and watch for traps. I will look to see which way they went." Rethal will enter looking for signs of which way the undead went as long as the skeletons remain unmoving.
Thane looks at the spectacle. "Now that there looks like something that should scare the average person. You're lucky you have me here to make sure you don't fall into something you shouldn't."
Thane moves forward checking things as he goes along.
As soon as you move forward, all 24 skeletons draw their weapons at you and wait expectantly as if they are waiting for some kind of directions.