If I were to do a bit of a revisionist history of things, I'd probably make it that the original room had a series of suspended rope bridges linking one end with the other, prior to it also becoming home to the geysers. Now, to get across (somewhat) safely, players need to do a lot of swinging and jumping from one shattered remnant of the bridge to the next, all while dodging erupting geysers and poorly aimed projectiles slung by a bunch of obnoxious muddy elementals.
Primary Skills; Athletics, Acrobatics, Dungeoneering, and Endurance
Skill Challenge Complexity 2 Difficulty Check 20 Successes 6 (5 disks between ledges) Failures 3
Each Success advances a character one stage toward the opposite side, and the succeeding character can do things to ease the challenge for those who follow to a Difficulty Check of 15
Each failure produces dramatic story elements like almost slipping off to a final on of actually falling or being hit directly by a mud blast causing a D8, D10, 2D10 in succession and increasing each following difficulty check by 2.
Well, technically if you fail a skill challenge, you're supposed to lose something. The problem here is that you're already charging hitpoints for each failure, so that's covered.Wow a weird gaming a-ha moment just happened. It never occurred to me that failure actually meant failure! Maybe it’s the last 6 or 7 years of gaming Herowars/ Heroquest where failure never meant failure.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.