Magma Keep:
20' force ceiling on the arena itself; the keep's structure (the area bordered by the lava) has a 10' ceiling made of the same stone as the walls.
Lava rules available here:
http://www.d20srd.org/srd/environment.htm#heatDangers
The lava (bright orange) emits heatwaves and light smoke up to 10' above-ground, not injurious to those flying over it but enough to obscure vision and grant 20% concealment to anyone more than 5' away.
The heated rock (dark orange) will support a character's weight; treat it as non-sinking lava (i.e. walking on it counts as lava "exposure", not lava "immersion" because the character will not fall in); it, too, emits heatwaves and light smoke.
Tossing a waterskin's worth of water onto either lava or heated rock will generate steam, equivalent to Obscuring Mist, with a duration of 1d4+3 rounds.
Squares marked with the white upright triangle (e.g. O15-P16) are obstructed, double movement cost.
Lyssander and Garath start in A-B/1-2, their opponent hovers in T-U/29-30