Ice Caves
The Ice Caves
Buried deep in a glacier, the frigid air of these chambers will quickly freeze the unwary.

--The floor (white squares) is slippery, requiring a Balance check for some movement. The DC is 10 for charging or running, or 15 for a running jump. Failure means the character falls prone in their starting square.
--The chamber is unearthily cold, inflicting 3 nonlethal cold damage, once per round.
--The doors are made of blue ice. Characters can see through them, but they still block line of effect when closed. Spot checks made through the doors take a -5 penalty.
--Blue squares are filled with razor ice, which requires 2 squares of movement per space. For each square moved into, characters take 1d4 slashing and 1d6 cold damage. Any effect that deals fire damage will melt razor ice in that area for the rest of the match.
--The water is 5ft deep, immersing Small or smaller creatures. It requires 2 squares of movement for Medium or Large creatures and can be moved through freely by Huge or larger creatures.
--The green gems can be activated as a standard action, triggering a Dimension Door effect that will take the character to the other gem.
--Arena boundaries are 20ft below and above ground level.
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