ciemnogrodzianin: We forgot to decide about the main purpose of cooperation, which, I believe, is
to survive.
As I understand, we have danger behind us and unknown in front of us. Also doors and trapdoor in front of us. Not very comfortable position, if you ask me. In my opinion we should move to the other side of trapdoor (if possible), just to:
a) have a trapdoor between us and anything comes from main chamber,
b) get to know where the main tunnel leads.
I don't want to be pushed into trap or stuck behind one of the doors if something is chasing us.
Just to avoid any misunderstandings, are you aware that a trapdoor is a door in the ground, not a normal, vertical door? It's usually either a slab of rock or wood in the floor, with an iron ring or a handle attached to it which you use to lift it up, and then descend below using the staircase that's usually below it or a rope ladder attached to the bottom side of the trapdoor.
So there's basically no difference whether we're in front of it or not, as it can't provide us with any cover from anything, since the monsters could just easily walk over it. Unless we lift it up and manage to keep it upright or someone can magically set it on fire (if it's made of wood and not unflammable material). And then they'd just go through the sides, as the trapdoor doesn't cover the entire floor but only the middle, so they'd just pass through.
It's not obstructing the view either, so given that it's most likely only a meter or two big, you won't see more from its farther end than you would from the one closer to us, so you'd have to use your turn to move more ahead that just beyond the trapdoor to see more of the tunnel.
However I agree that it's great to try to survive, but since we don't know where the tunnel leads, it's entirely possible that a way out might be in one of the doors or in the path below us (using the trapdoor). So in case there are some key items (if this is a puzzle dungeon) that might be important later on, or that might help us face the cackling threat (I'm guessing it's a wizard of some kind), it's better to explore it now rather than be forced to return later - which might be impossible later on.
There are 14 of us here, unless Doc says Thras didn't make it in time, so we have enough people to try to explore multiple doors at the same time, saving time, if we cooperate together. We could either go 7/7 and do 2 doors at a time, or even split up more, if the dungeon was designed for less people and we don't need to be that cautious (eg. 4/5/5). Unless Zayd meant his dire warning towards us all, not just any threats lurking within these walls.
I'd also love to explore to find out the secrets and have adventure, but ultimately I think it's better to see what leads where, as I'm guessing the creature won't be that fast to break out, and they will be slowed down by any adventurers still residing within the first room.
And since some people have already started checking for traps (Fulvus) and listening at the doors (Kyp), I suggest we see what Fulvus finds, and if he doesn't find any traps or new secrets - or mages cast Reveal Secrets, if they're willing - we check out two of the doors (or four of them, since I'm guessing Fulvus and Kyp would cover listening checks at all the doors, and more people could help) before deciding which ones we want to explore quickly. Someone could potentially try lifting the trapdoor to take a look what's below - if it's a room or a tunnel leading somewhere.