With potions of water breathing still running you suddenly find yourselves engulfed in water. A strange feeling that you are not where you were a moment ago. Cold water. Icy cold water. Nothing but water in all directions but one where it is darker and you can make out a strange texture and motion within the texture. Deciding to make for this odd view you estimate to be over 100 feet from you, as you get closer the motion is seen in a surging of the seemingly interlocked texture of floating ice blocks running for miles away from you. You near the surface as Bruenor, the giant octopus, carries all of you towards it. Seeing the motion to be the waves carrying the loose ice blocks that fill the surface, Bruenor pushed Pick up above the surface to get a look above. Pick sees a vast wall of ice off in one direction several hundred feet from him while the endless sea of floating ice extends to his visions end. Motioning the rest of the group to surface so Pick can communicate with them, you feel the loss of body heat being sucked away from you. The realization hits that this will become dangerous in a short time.
Pick can make out a faint arch at the top of the 400-500 foot tall ice wall covering many hundreds of feet. A dark area at the base of the wall stands out to possibly be a recessed area or cave. Back down below the waters surface the octopus moves quickly towards the dark area. Damage is now being taken by all (except Starbreaker with is cold resistance) each round of time. Several rounds later with Bruenor moving at his 120" full speed brings the group into the darkened area where the water’s surface run well beyond the ice wall. A huge ice cave opens up before you as each gets placed on an ice ledge within the cave itself. More damage is being taken from the frigid cold upon your wet bodies. This 50’ tall cavern extends into the ice wall through a 15’ wide 25’ tall passage. Within Starbreaker throws a vial of oil to the ground and ignites it trying to create heat. As the damage being taken coming from the cold is not ceasing, you start to calculate the remaining time before some of the party hits 0 hp’s. Moving quickly into the ice passage and into another large cavern that it leads to you find ice blocks scattered about the room, three noticeable exits and two darkened areas in opposite corners of the cavern. Investigating you discover cocooned remains, bones, fur, hides and dried husks of bodies. Tracks are seen on the ice floor but you had trouble identifying them.
With the need for heat to combat the progressive cold damage, you decide to light the remains and fur on fire after you wrap yourselves in hides as overcoats to protect yourselves from the cold. The fire rages and you warm yourselves as the smoke rises up into the cavern ceiling some 50’ above. You notice in the opposite corner where more remains are located, an opening in the ceiling is acting as a chimney and sucking the smoke up and out. Starbreaker checks out eh only exit above floor height and notices a whimper echoing from down the narrower ice passage there. All climb up and head down the passage ending at a cavern with four cocooned figures mounted on the far wall. As you approach and the cavern opens before you, two grey/white giant spiders move out of the darkness on either side of you and attack. A battle ensues, these spiders have the ability to teleport or phase out of view and then phase back in and attack. Damage is taken but more damage is dealt as the spiders fall. These snow phase spiders seem to have captured four beings here and one is still squirming. Peeling back the cocoon you find a water genasi wrapped up inside. His name is Degorian and the look in his eyes are one of gratefulness. You break him free and heal him. He stands on his own and proclaims that these passages are known as the death caverns by the Royalty. He also informs you that numerous more spiders dwell in this place and it is not safe. You check out the other three cocooned beings but stop when Degorian warns you of one possibly being undead. A check confirms his suspicions and you leave the cavern. Once Degorian notices the smoke billowing up from the floor of the large cavern that your fire is making and exiting through the small opening on the ceiling on the far side he then warns that that is how he was lowered into this place, through that shaft. He has heard of an exit out the one passage but also knows more spiders will be in the tunnels that way. The opposite direction he knows as a complex network of tunnels but good ones to hide in. He leads the group through the tunnels that twist and turn until you reach a small opening near the ceiling and crawl into it. A small cavern is here with furs and bedding, you decided to take a long rest here. Degorian asks you if you are in league with the Royalty.
Before you rest Degorian informs you that a trading city lies above this place covered with a huge ice arch. The Royalty he has mentioned are the frost giants that govern over the city. The city is named Argent and the giants live in Argent Keep. A vast trade network converges here via water canals or channels that link the border elemental planes to one another. Creatures of all types travel through here and come here to trade. The Royalty gets percentages and taxes on most things in the city. They are rumored to have a treasure hoard of great value hidden within Argent Keep. He seems to understand what a Spelljammer is by his reaction when Pick mentions the word. He describes the water canals, water vessels, air vessels and great caravans that travel to Argent from all the elemental planes. Degorian tells you that he was a worker for the Royalty in the outer walls of the keep. He got himself into trouble when he was offered the chance to join a force that was looking to overthrow the Royalty but was found out and banished to the death cavern. He is so grateful for you saving him. Checking out treasure before you rest finds several potions of healing have been gained. Bruenor has a sack of gems from a giant, Pick has a bag of gems he does not want to keep and actually drops them. Bruenor grabs it from the ground and keeps it. The three leather bound books Pick grabbed from the earth temple roof, he has Degorian take a look at who identifies as arcane spell books. You get in a long rest.
When you awake, the plan is to make your way out of the ice caves and head for Argent. Degorian tells you that an easier way to access the city above is located a distance down the ice wall. As you enter the large ice cavern with the ice blocks, you are noticed by at least a couple of the half dozen snow phase spiders as battle begins. During the fighting you notice a rope hanging down from the opening in the ceiling with a bloodied and motionless body at it’s end. As the spiders shift from the ethereal and prime material planes with their bite attacks and poison does knock out Sariel and gravely damage others. Brave moves get everyone back on their feet. As Degorian and others make for the exit, Sariel takes interest in finding out if the body on the rope is still alive. This keeps her within the cavern and within the battle. Though spiders have fallen, more seem to be entering combat from the other tunnel. Combat falls more heroes and death saves are being rolled. A crit fire bolt from Degorian from outside the cavern takes out a spider. You finally get the fallen back on their feet and make for the exit. Bruenor makes a magic ice raft as everyone starts to board it. Degorian has a water walk spell running and gets behind the raft and pushes it while Starbreaker paddles with as ice oar Bruenor created. You make your way out into the open ice flow leaving the spiders in their cave.