Upon touching the door, the inky blackness seems to expand encompassing the entire team. A voice seems to emanate from everywhere and nowhere. It speaks in Infernal (if your character understands Infernal, open the spoiler below)
Spoiler: The Infernal Voice
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"You've finally returned. I've looked forward to this, how will you handle this challenge? Of course, if you overcome it, you will be rewarded."
The opaque darkness slides away, leaving you in utter darkness.
For those who can see in darkness innately the chamber appears to be a 200ft^2 200x200 ft chamber of ice 50ft tall. No natural light is penetrating into this completely sealed chamber. The air within is supernaturally cold dealing (2d6)[5] cold damage and (1d6)[1] untyped damage, which will repeat every round.
The floor being made purely of ice is also quite a hindrance, especially given the size of the chamber:
Originally Posted by
SRD
Ice Effects
Characters walking on ice must spend 2 squares of movement to enter a square covered by ice, and the DC for Balance and Tumble checks increases by +5. Characters in prolonged contact with ice may run the risk of taking damage from severe cold (see above).
Those who can see in darkness see twenty pairs of eyes briefly glance out of the darkness, it seems these creatures are inside of the ice walls.
Initiative:
Enemy (1d20)[9]
Abigail (1d20+2)[10]
Alistair (1d20+5)[9]
Levi (1d20+7)[21]
Liselle (1d20+14)[29]
Orchid (1d20+2)[22]
Solstafir (1d20+9)[12]
The party has initiative (Alistair has a higher init modifier and thus wins the tie).