Are you looking for more players?
Hah! Thanks, man. I'm out in Hawaii, so might be a long plane ride.
Here are the 5 pre-defined challenges I've written down so far... for #2 Wind Tunnel, I'm thinking of making it a choice between two routes & incorporating that suggestion about the Elemental Plane of Air somehow.
1. Triple Gap (500’)
Switchbacking stone ramps take you up 450 dizzying feet above the jungle floor. However, where the wooden walkway should begin there is a 20-foot gap, soon followed by a 15-foot gap, and a 30-foot gap. Running long jump = Strength score in feet. Small moss-covered handholds along the cliff can be climbed across with a DC 15 Strength (Athletics) check; Small PCs have advantage, PC with climb speed auto-succeed, jump spell bypasses.
Fall Reactions: Drop prone at last minute, Land on a lower walkway, Grab a vine.
2. Wind Tunnel (520’)
Fissures through the rock wend through 2 Ruined Cliff Structures which PCs may explore. Looking around finds 5 old pitons and shreds of torn hempen rope left in the rock by past adventurers. Wind frequently howls through this 6-foot-wide tunnel-like fissure. A DC 15 Intelligence (Nature) or Wisdom (Survival) check can predict winds and pass through safely, otherwise a PC must make a DC 12 Strength save to avoid being swept and bounced off walls for 3d8 bludgeoning damage, any ammunition being scattered from non-magical quivers/containers and acting as random projectiles (+4 attack). Wind magic can channel winds to allow safe passage for a group (if concentration), or one PC (if instantaneous). Walking around wind tunnel is possible, but there’s a segment of walkway that’s quiet…too quiet... ##
Fall Reactions: Fall into ruined cliff structure, Land on a lower walkway, Grab a vine.
3. Exposed Beams & Rotted Planking (530’)
The walkway is offset from the cliffside by a good 15 feet, and the cliff is starting to overhang the darkened rickety wooden walkway. Intermittent holes where the walkway has worn away reveal oddly spaced supporting beams. A character can carefully survey the walkway for signs of rot – DC 15 Wisdom (Perception) – to safely cross. Alternately, a character can balance on the support beams – DC 15 Dexterity (Acrobatics) – to safely jump across. Climbing speed doesn’t help here
Fall Reactions: Fall into ruined cliff structure, Grab an aarakocra, Grab a vine, Land on a lower walkway, Scream for help.
Increased Risk: Increase distance of any falls by +30 feet (+3d6).
4. Dwellings (540’)
Curious aarakocra young flutter around you, cloaked aarakocra whispering in Auran watch you skeptically from the archways of cliffside dwellings, and colorfully plumaged aarakocra offering the fastest climbers among you orchid-and-nut garlands while encouraging you upward. All the attention requires a DC 10 Constitution save to maintain concentration on any spells. Each character must make a DC 10 Charisma (variable skills apply) check (clever RP or spell use may auto-succeed) or spend an extra 5 minutes extricating themselves from the curious aarakocra.
5. Macaw Cleft (550’)
A fissure has caused water to wear through the walkway, creating a 10-foot gap. Normally, it wouldn’t be a hard jump across, but a steady flock of colorful macaws swarm around the gap following wind currents and insects. Creative solutions! Leaping through requires a DC 12 Wisdom save or character becomes disoriented and falls.
Fall Reactions: Fall into a ruined cliff structure, Grab an aarakocra, Land on a lower walkway, Scream for help.
Increased Risk: Increase distance of any falls by +50 feet (+5d6).