The party stops 5ft away from the door. Dendillion moves to the front of the party and checks the door for traps.
[dice=Perception (Expert) to Seek]1d20+8[/dice]
If he finds a trap, he attempts to disarm the trap, warning everyone to move 10ft back.
[dice=Thievery (Trained) to Disable a Device]1d20+8[/dice]
Repeat this if multiple checks are required
Once he's satisfied that the door is safe he checks to see if it's locked. If it is, he puts tools to work to pick the lock (assuming we don't have a key that fits)
[dice=Thievery (Trained) to Pick a Lock]1d20+8[/dice]
Repeat this if multiple checks are required, or until he breaks his picks (will use a Hero point on a crit fail though)
With the door ready to open, Dendillion moves back and lets Tiny open the door.
Dendillion follows Chark into the cavern, helping her with the search. And because she typically tends to their wounds he encourages the others to follow.
"Once were done searching here let's check out the closed door to the east, which we passed before."
"It'll fall into one of two categories then," Dendillion says with a heavy sigh. "Extremely dangerous, or extremely benevolent. Nobody locks up anything in between."