The door opens without any issues after Jonathan reported not being able to find any traps. Ahead you see a corridor heading straight for forty feet before it turns to the left. Following that it goes another forty feet before ending in a sturdy looking locked door.
"Ooh! This looks hopeful. Let's check it out for hazards, first, then see if we can bypass the locking mechanism., I wonder what we'll find." Intently studying the door's edges and such, I carefully examine it for traps of any kind - both mundane and magical.
(Subject to Trapfinding finding nothing) With a leatherman tool and other basic tools, I then attempt to open the lock and carefully release it's barrier without opening the door.
Specific Action: Search for Traps, then if none are found by anyone who tries, Open lock. Using inspiration for both (Single use per day on skill). If a trap is found, disable device with inspiration. Don't open the door, either way.
Travis, will be walking in the middle wielding a morning star, in his right hand. His spell book, stowed in his back pack.
Doing his part, with searching. Pleased that Grant was able, to open the door without problems.
You are able to unlock the sturdy door and finding no traps are able to open it. Once you open it you see a nice appointed room with a large canopied bed a couple wardrobes and a large desk that looks very familiar with the one that was in the magical room that B is in.
"Right, It will be safer to deal with that when sure no hobs are about. Lets get moving again."
I pause a moment, then ask, "George? Or any other spirits? Is anyone here?"
If none object, and no presences make themselves heard, we'll head back out, shutting the doors behind us again, and move on down the unexplored hall.