Trial of Ice

The trial of force is the trial that must be completed in order to obtain. It was created the Zornek Regalia by the Duvin to protect the item.

Location
Queen Elona of the Duvin holds a key which is the toothof a dragon. This key is needed to access the Trial of Ice. The trial itself is located in the northernmost section of the Duvin kingdom, a frozen lake on which rests the ancient city of Zornek. Some areas of Duvin will be hard to pass without being able to fly due to chasms and such. Creatures may have to go around taking longer paths or come up with a way to deal with these. When they arrive in the Zornek area, they find a huge space with a frozen lake in the center. In the center of the lake is an island. This island has the skull of a dragon on it which is missing a single tooth. If the tooth is placed inside white lights appear in the eye sockets and then the skull lifts reveling a doorway. Once a creature enters, any other creature that attempts to enter just passes through like it was an arch.

The Trial
The trial of ice consist of multiple ice based puzzles that a creature must get through. There will be one or two suggested solution though players may think of others, allow them to be creative in how they get through these. Other than the first chamber which is lit by torches, the rooms are all magically lit. If the creature is reduced to 0 hit points or falls to their death or something else, they appear at the entrance (making death saves, but not dead) and that creature can no longer enter the trial.

When the creature enters the first room, torches light revealing the room. The room itself is empty except for a larger waterfall that appears frozen in place. The waterfall is blocking the exit to the room. The creature may attempt to use torches to melt the water but the moment they do the water puts out the torch and the water begins to refreeze, which completes after 3 rounds. The torches reignite after being removed from the water. Also when a torch is removed from the wall, another takes its place. If a torch is frozen inside of the waterfall it will reignite when the water freezes which quenches it again, but can be used to keep melting a small section. Utilizing a number of torches they can melt enough for them to pass through. Alternatively if two adjacent ares of the waterfall are both melted, they take twice as long to refreeze, this can be used to delay the freezing enough to get through. Characters may have abilities to make this easier as well.

Upon entering, the doorway and waterfall vanish leaving a solid wall behind the creature. The second chamber has incredibly strong and cold winds, pushing the creature up against the wall behind them and making it almost impossible to move forward. It also immediately extinguishes any torches or fire short of a 3rd level spell. The room is about 100 feet across and entirely made of ice and has a doorway at far end. While in the room creatures can only move 5 feet per round and every round they aren't against the wall, they must make a strength saving throw DC 15. If they fail, they are pushes back to the wall causing them to take 1d6 points of bludgeoning damage for every 5 feet they are pushed by this. Using a spell like enlarge or something which increases weight will grant advantage on saves and allow them to move 10 feet per round instead. If they manage to create a hole in the floor (either through force or by melting it and can get more than 5 feet down, the wind no longer affects them and they can attempt to keep melting/breaking the ice at that level until they get through.

The third chamber seems like an empty room just like the second but without the wind and can be seen from the second room. Upon entering the doorway leading into it, the floor cracks and falls revealing a pit filled with spikes made of icicles. Other than the spikes it seems to drop off into darkness (presumably far enough to be lethal). A creature attempting to fly notices its wings begin to ice over and will fall after a round. Fire or ranged attacks can be used to cut the tops off of the spikes. If this happens, the spike can act as a flat surface large enough for a creature to stand on. Once they are standing on a spike, the next is within melee range if they want to break them that way. From there they can break away at the other until they have a path across.

The next room contains the armor, upon taking the Zornek Regalia, the creature is transported back to the entrance and the frozen lake melts.