Narok - With everyone having had move around in here, you don't manage to find anything recognizable.
Syld - You feel great resistance to your usage of psionics towards the door, though your power manages to come through. The door is sealed with an unusual mix of strong abjuration and moderate necromancy. To open the door, a magic item of some kind must be sacrificed by placing it - or some portion of it - into the mouth of the screaming skull.