The ancient magic that binds the Demon Wastes extends into the sea and sky, blocking the fiends within from escaping. Accordingly, flying fiends cannot pass over the Labyrinth, but must travel through it to escape. Naturally, mortals are exempt, and could theoretically fly over the rock maze - unless they value their lives. Flying fiends such as vrocks dwell upon the upper plateaus of the Labyrinth, desperate to escape into the Reaches. Anything unusual in the sky is clearly visible for miles around, drawing the attention of these fiends — who will happily tear mortals to shreds. This extends to anyone traversing the ‘top’ of the Labyrinth, who are utterly exposed without careful disguises, imposing disadvantage on all Dexterity (Stealth) checks.
For every ten minutes that a character spends above the Labyrinth and out of its canyons, there is a cumulative 10% chance of an optional encounter from the table below.
- 1 vrock and 2d4 imps take note of the party from 120ft away on a different plateau and begin flying towards them to strike.
- A flock of 2d4 vargouilles descends out of the sky to assail the party.
- A chasme and 2 spined devils notice the party from 200ft away.
- A horned devil on the hunt for Ghaash’kala notices the party, but is willing to bargain for their lives if they do something suitably evil or pathetic (such as grovelling).
- A dust storm from the east darkens the horizon; within minutes, it sweeps over the party, carrying dust, grit and shards of demonglass. While above the Labyrinth, all visibility is reduced to 10ft, and creatures exposed to the storm take 1d6 slashing damage every minute. The storm lasts for 2d4 hours.
- Characters with a passive perception of 16 or higher notice an odd shifting storm on the horizon. The elder tempest hasn’t noticed the party due to their ant-like size, but moves towards them, beginning at a range of 1 mile.
Source: Paladins of the Wastes