Locks
Cinder screams.
Possibly out of general frustration, or out of the specific frustration regarding the opening, or not, of locks.
You search the hallway and the four doors. On closer inspection, each of the three doors in the first part of the hall seems designed the same way: the lock is actually built into the door. And within the keyhole of each, you notice a small glowing rune.
The door at the end has no locks, nor any discernable opening mechanism. For all intents and purposes, the large door seems ornamental.
You find no other trap-like mechanisms in this hall.
(I might opt to make you feel better and say something like: "You find a cleverly concealed bolt-hurling trap in the floor tiles! It's a good thing you disarmed it or the party really would have been hurt... or maybe killed! Thank god for thieves! 1000 xp for Cinder!" But we're in agreement regarding the general uselessness of 1E thieving abilities, except for backstab, but then you might as well have been a fighter and get two attacks a round. I offer no apologies or condolences.)