There appear to be no traps associated with this door. The arch of the stone frame is finely carved with a tracery that, on closer inspection, reveals itself to be a representation of tiny bones - leg bones, arm bones, ribs and spines - forming a delicate repeating pattern. Amid the pattern are written the words "The greatest illusion is permanence".
Peering through the gap in the door shows a corridor leading away, lit at infrequent intervals with torches flickering with dim flames so that much of the corridor remains dark. However, enough can be seen to show wooden doors, in various states of disrepair, runing along both sides about ten feet apart.
Through the wooden doors are appear to be abandoned monastic cells. Each contains a bare sleeping ledge and a small shelf thick with cobwebs. However, the corridor itself seems to be in regular use and free of dust. Moving cautiously further along, it appears that some of cells are in use, with straw pallets, a few small books standing next to devotional statuettes, and stained chamber pots. There are perhaps fifty cells along the long corridor, but only a small fraction seem to be being used by living occupants. All of the cells are currently empty, the acolytes presumably elsewhere in the complex.
The end of the corridor is blocked by a pair of stone doors. Carved into one is a detailed picture of a bustling city, with huge towers and scenes of commerce, military prowess and artistic endeavour. On the other is a smoking wasteland, with a few stubs of walls showing above a devastated plain.
hp 71, Damage taken 0 Temp hp 0
Fort +8 (+3 Base, +2 Con, +3 cloak), Ref +10 (+3 Base, +4 Dex, +3 cloak), Will +10 (+7 Base, +3 cloak)
Spd 30 ft
Melee+1 dagger of spell storing +6 (1d4, 19-20/x2)
Ranged+1 dagger of spell storing +14, (1d4, 19-20/x2) Rng 10 ft, or lt crossbow +7 (1d8 19-20/x2) Rng 80 ft, or wand +7 20/x2, or Storm Bolt 20' line (6d6)
Base Atk +5; CMB +5; CMD: 19
Atk Options point blank shot, precise shot, hand of the apprentice
Spell Storing Dagger: Ray of Exhaustion
Spells Prepared CL 11 (12 with Electricity), +9 ranged touch
6th - Chain Lightning [ ], Summon Monster VI [ ]
5th - Wall of Force [ ], Teleport [ ], Empowered Fireball [x], [ ] 4th - Black Tentacles [ ], Empowered Scorching Ray [ ], Dimension Door [ ], Scrying [ ] Greater Invisibility [ ] 3rd - Fly [ ], Fireball [ ] Dispel Magic [ ], Magic Circle Against Evil [ ], Halt Undead [ ], Displacement [ ]
2nd - See Invisible [x], Glitterdust [ ], Mirror Image [ ], Scorching Ray [ ], Command Undead [ ], False Life [x], Pearl of Power [ ]
1st - Mage Armor [x], Magic Missile [ ], [ ], [ ], Shield [x],[ ]
0 - Detect Magic, Light, Message, Prestidigitation
All Spells in Various Books:
Spelltrapped: Bonefiddle CL 5, DC 16
Resistance V,S,M (miniature cloak)
Acid Splash V,S
Detect Poison V,S
Detect Magic V,S
Read Magic V,S,F (crystal prism)
Daze V,S,M (pinch of wool of similar)
Dancing Lights V,S
Light V,M (firefly. or phosphorescent moss)
Ray of Frost V,S
Ghost Sound V,S,M (bit of wool, lump of wax)
Disrupt Undead V,S
Tough of Fatigue V,S,M (drop of sweat)
Mage Hand V,S
Message V,S,F (copper wire)
Open/Close V,S,F (brass key)
Arcane Mark V,S
Head: Headband of Vast Intelligence +6
Throat: Eberron Spellshard (Empower a Fireball 3/day) faint red glow
Shoulders: Cloak of Resistance +3
Rings: Ring of Protection +1, Ring of Feather Falling
Waist: Belt of Dexterity +2
Inside Backpack: Parchment (10), Ink Pen, Spell Book, Scroll Case, Climbing Kit, Scrying Shard, Eberron Spellshard - Empower a Lightning bolt 3/day (amulet slot) faint red glow
Analects of Mortality (primary text for the faith of the keeper), The Seven Stations: A Dialogue (text on theology in the Keeper's religion)
Infinite Scrollcase: (retrieve as part of a move, +4 conc when casting defensively)
Ezreal is a thin man in loose fitting black pants tucked into knee-high polished leather boots and a black jacket with wide sleeves trimmed in white. His expression is a bit sour, eyes cold and observant, thin lips smirking more often than not. Marks of his arcane training are present in all of his accessories like the wide leather bracelet on one arm, copper wire bracelet on the other, a crystal prism necklace with short pieces of bone on either side, and of course the bandoleer of small pouches holding various arcane reagents. The mage wears a wand holster bound to his left forearm and the butt of two thin wands jut out of the loose sleeve at the heel of his hand. A polished town-guard-style club hangs from his belt.
-Previously minor nobility in Karrnath, the Farlowe were stripped of title and estate by the King in the early days of the war when it was found the Ezreal's great-grandfather was a war profiteer, selling goods to enemy countries.
-Ezreal and his two brothers all work to restore the Farlowes' land and title. His younger sister will eventually be married as advantageously as can be arranged.
-Ezreal's hatred of Gusto Marrius is compounded by self-loathing for his family's own traitorous history and the idea that capturing the unpunished turncoat will outweigh his own family disgrace.
-Ez is wary about Malakar's ultimate goals in pursuing lost secrets of the Giant empire, but Malakar is a powerful ally who's word and commendations could go far towards restoring the Farlowes' claim to their title.