Planar Storm
Even amongst the highest planes, there are storms: shining patterns of magic, torrential shifting of the weave, and shifting pieces of slip create a kaleidoscope of shifting colors that seems to reach into the mind of anyone who looks upon it.
Celestial Winds. These winds put even the most powerful creatures at risk when flying through them. Any creature or object smaller than Huge simply cannot handle the powerful winds and creatures that attempt to fly must make a Strength saving throw as they are buffeted about, taking 21 (6d6) bludgeoning damage on a failure or half damage on a success, and making negligible progress.
A group check is required for the adventurers to navigate the storm. The required check depends on the group’s method of transportation: Animal Handling (if riding mounts), vehicle check (if in a vehicle), and Athletics for those walking. They can also seek shelter and hunker down to wait out the storm with Survival.
Critical Failure. The adventurers are at the mercy of the storm. They each make a Constitution saving throw, taking 25 (3d10 + 9) radiant damage on a failure, or half damage on a success. They also each lose 4 (1d8) Supply and 1 day of travel time.
Failure. The adventurers are battered by the storm. They each suffer a level of fatigue.
Success. The adventurers make it through the storm without issue.
Critical Success. The adventurers deftly manage the storm and are inspired by the sight of it. They each gain inspiration. If they are already inspired, they instead gain a 1d8 bardic inspiration die to use within the next 24 hours.