The True Threat
The wyrmpriest's key opens the door in short hallway, and as the panel moves aside a breeze begins blowing past the party and into the opening, drawn in by the deeper cold within.
The passageway is a ramp that leads downward into this tower, turning right every hundred feet or so, and leading the party a significant distance below where they were. With every step, the cold intensifies. The low temperatures could become debilitating if the party spent much time here. It proves too much for the sunrod the party had been using, and it sputters out earlier than expected, and its replacement takes a few extra smacks before it starts up.
Finally, the hallway widens before making a final turn north and opening into a large chamber with a high ceiling. Every surface is gray with frost and in the middle of the room, between two pillars that look like they have been gnawed on, is a silvery sheet of ice. Lines and whorls in the ice twist the light into unsettling rainbows.
Is there something behind the western pillar?
22:35, Today: DM Paul rolled 8 using 1d20+1. Stealth.
Please roll Stealth (don't use your Passive Stealth) and initiative. If you get lower than 7, you are surprised. Either way, don't take actions yet. When you update the status block, please make sure your HP are correct.
Room: Roughly 12 squares north-south by 12 squares east-west. 30 foot ceiling.
Ice: 6 squares north-south by 4 squares east-west. Difficult terrain. At least 2 squares from every wall, but adjacent to two pillars.
Pillars: One east of ice patch, one west, across from each other.
Rottimer: (22/22; 17/12/17/13) Southeast corner of room.
Froodle: (34/34; 19/16/14/11) Southeast corner of room.
Drake: (XX/27; 20/16/11/15) Southeast corner of room.
Frug: (XX/23; 15/12/14/14) Southeast corner of room.