Room 6/11 is burnt, battered, and soaked through-and-through. Remnants of benches suggest this once was a courtyard. Standing pristine and intact is a Goblin food cart. If an adventurer leaves a coin on it, they can reach in and pull out a fresh roasted piece of meat or vegetable on a stick. Eating it fresh removes one ailment afflicting the adventurer or else heals them 1d8 hit points. An adventurer can purchase one snack per week this way.
#The Tree & The Tower
Room 6/10 is crisscrossed with lines of thin ice. The ice covers the floors and stretches up banisters along the northern edge. Melting or breaking a part of the ice causes the rest to shoot up like a blade, possibly slicing anyone standing on it.
Room 6/9 is a drafty sundeck whose southern wall is all trick window with parts smashed or melted open. Lounging in one of the open parts is a sunbathing Fiery Lick. The northwestern wall is pockmarked with flame holes, weak enough to be dug through.
Room 6/8 is carved off by a slick wall of ice that guides adventurers south and east. The wall breaks through a row of banister railing into a little sitting area. A door leads west and a gap in the ice leads north.