For Jaws:
You begin work on the bones.
For Hiro:
I forgot to mention this in the previous post, but when you put the goblet down under the amphora, and took the coins out of the stone treasure chest, the statue gave another rumble, and more red wine began pouring out of the amphora. It overflowed the goblet you placed down, and splashed onto the floor in front of the statue. The goblet is sitting there, full of red wine.
For Asha:
The magician's bag is just full of dried fragrant herbs. As for keyholes, you see a one on the golden cage containing the imp, and one on the iron chest at the south end of the room. Both of these containers appear to be locked, and have a matching key on the keyring.
For Alvin:
You take the tinderbox and candles, and light two of the spirit lamps, putting one near Keeper. The new room doesn't seem to have any traps that you've noticed.
For Yvandra:
You listen at the northern door. You hear no sound on the other side, and there is no sign of traps. With this considered, I'll assume you want to open the door, revealing the room beyond.
For Keeper:
After searching, you find no hidden doors, just those previously described.
For Hiro:
You'd have to carry the cage in both hands, holding it close to your chest for leverage. It has a ring handle on top, but with the imp inside, it'd be too heavy to carry in this way.
For everyone:
The northern door is opened. Inside, is a rectangular room. There's a blacksmith's work station built near the far north wall. A variety of blacksmith's tools (hammers, tongs, chisels, etc.) hang on the north wall, and built into the north wall itself, there is a small furnace with a connected chimney. In front of the furnace, there is a wooden anvil stand, with a well-worn anvil sitting on top.
On the eastern wall of the room, there is a dusty weapon rack, covered with cobwebs. The weapon rack contains mundane-looking melee weapons (spears, maces, axes, swords, daggers, etc). You don't see any ranged weapons. There is another weapon rack on the north wall of the room, to the left of the forge. It looks much the same as the first one. There's an iron quenching trough towards the south-east quadrant of the room. The quenching trough is full of stagnant water.
There's a full suit of plate armour in the south-west corner of the room. It is standing in place, likely mounted on a stand of some kind. The armour is dusty and covered in cobwebs, like it hasn't been moved or worked on in years. There's a closed wooden door on the west wall of the room.
What do you want to do?