Unless you guys want him to move, Jorin is still standing at C6 so he can hit something coming through either door. But does the open door way have an actual door that can be closed (and maybe locked)?
Edit: GM Helaman, I forgot to ask. From the appearance when we were outside the tower, how many more levels do I think there are above me? Knowledge Engineering:1d20 + 6 ⇒ (4) + 6 = 10
AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11
While Flin is examining the door, he looks back at Coor. Coor, I've got a bad feeling about this door. Can that spell you worked earlier, open this door from afar?
HP:12, AC 12 Touch 12, FF 10, Init +2, Perception: +7, F +2,R +3, W +5, CMB +1, CMD 13 Human Wizard 5/Swashbuckler 1
"Finn I can give it a try when do you want me to give that a try. Coor pays attention to the area behind the group ready if something comes from behind.
HP:12, AC 12 Touch 12, FF 10, Init +2, Perception: +7, F +2,R +3, W +5, CMB +1, CMD 13 Human Wizard 5/Swashbuckler 1
Coor casts Mage hand focusing on the door hoping it will open with the slight touch the spell has.
Mage Hand:
School transmutation; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one nonmagical, unattended object weighing up to 5 lbs.
Duration concentration
Saving Throw none; Spell Resistance no
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
Normally not sure if that would work on a door but I like to be 'can do'
Manipulating the handle with arcane energies, the knob is made to turn and then is given a psychic 'push'.
Judging from the shelves lining the walls, this darkened room might once have been a storeroom, though its contents have long since succumbed to the passage of time. A crack in the northern wall has apparently let in some rainwater, which has collected in a large puddle on the floor.
Near the door, evidently waiting for the door to open, is a very very large lizard... the dog-sized lizard has two horns, one on either side of its head, and green scales that crackle with sparks of lightning. It looks to your group but does not seem not overtly hostile.
"Eep! Lizard!" Hadassah moves forward carefully, Ride (Guide with Knees):1d20 ⇒ 8, ordering her dog to defend her should the lizard attack, Handle Animal:1d20 + 7 ⇒ (11) + 7 = 18 and attempts to sooth the lizard Handle Animal:1d20 + 7 ⇒ (10) + 7 = 17.
The room has let water in, which has collected in puddles around the room. Apart from food scraps and dried pellets, which you assume are excrement, there is nothing to be found here.
Jorin moves carefully up the stairs 'bigger stick' at the ready.
Since one of the lizard humanoids ran this way, we are unlikely to surprise anything. But I will still move carefully. I will watch the stairs for traps, loose stones, or trip wires.
AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11
So I couldn't figure out why my disable device was so low, figured out I was encumbered. Flin will expend one point of Archaeologist's Luck 2/6 rounds used
Flin takes off his backpack and stretches his arms and cracks his knuckles. He removes some tools and picks from his pack and begins to study the lock, inserting different tools and trying the lock. Hold the light up so I can see what I'm doing here please.
Disable Device:1d20 + 4 ⇒ (16) + 4 = 20
If Flin open the lock, he will wait to open, stepping back to regain his gear and let the "muscle" go first.