The door checker suddenly cries out in pain. As he inspected the handle of the door, a powerful spring drove a needle into his hand for one point of damage. The victim must now make a L2SR on Luck. If he makes it, fine—take the adventure points. If he misses it, the poison will do him an additional 1D6 points of damage.
You discover that the door is locked. What will you do now?
Try to pick the lock.
Cast knock-knock spells to open the door.
Try to break down the door.
Use axes to cut through the door.
Retreat to the fork in the tunnel.
Retreat past the fork to the big intersection.