Here are a few I put together by combing terrain and creature encounters, as well as some of the flavor from DM_Jeff's tables above.
Carrion and Crystals (450 XP; non-combat)
The adventurers pass through a Faerzress suffused area containing fist-sized chunks of quartz that shed dim light in a 10-foot radius. A sharp blow to one of the crystals, including throwing it so it hits a hard surface causes it to burst in 40-foot flash of blinding light. Any creature Within the radius must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A creature blinded by this effect repeats the Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
The characters can harvest up to twelve of the crystals in total, but taking the time to do so increases the drow pursuit level by l. Four crystals are loose and can be taken with no drawback.
Creatures: A carrion crawler (MM 37, CR 2) wanders the area, confused and bewildered by the crystals. It has a saddle, but no rider. A successful DC 13 Wisdom (Animal Handling) check allows a character to approach and mount the creature. Otherwise, it flees.
Resting Traders (3,375 XP; non-combat)
Duergar traders have set up camp in one of a dozen of ruined stone structures scattered about next to a small stream. Most of the buildings are completely collapsed, but a few stray walls stand, and the one chosen by the duergar has all four walls, though no ceiling or door.
Creatures: 6 duergar (MM 122, CR 1) with 3 male steeders (OotA 231, CR 1/4) are camped here. They are willing to sell the following. They will also purchase up to 50 gp worth of gems.
- 1 extra food box worth of food (10 gp)
- 3 war picks (10 gp each)
- 2 warhammers (20 gp each)
- 1 greatsword (75 gp)
- 3 cases of 20 crossbow bolts (2 gp each)
- 1 set of ring mail armor (30 gp)
If the PCs make a bad impression, the Duergar point the drow in the right direction, increasing their pursuit tracks by 1.
Treasure: In addition to their wares and equipment, the Duergar have 120 gp and 60 days’ worth of food (4 extra food boxes). They each carry a mess kit and a bedroll, and they have a large iron pot for cooking stew.
Hulk Run! (1,800 XP)
Small pockets of bubbling lava light up a large open area with a crimson glow. After a while, the tunnel thins and the glow subsides.
Creatures: An umber hulk smashes out from the wall suddenly as the PCs leave the area, attacking any creature in its way. Characters are surprised unless they make a DC 15 Wisdom (Perception check) to notice a rumbling sound.
The creature’s carapace is smoking and smoldering, and it has only 71 hit points remaining. On its third turn, it disengages and runs. A Passive Perception of 13 or better from any character that can see into the hole the hulk emerged from notifies the PCs that a faint orange glow is beginning to emanate from inside.
At the start of the hulk’s next turn, lava burst from the hole it left. Any creature within 20 feet of the hole must make a DC 10 Dexterity saving throw, taking 6d6 fire damage on a failed save.
If the characters end up on the correct side of the lava flow, reduce the drow pursuit track by 1. Otherwise, they have to backtrack, and the drow pursuit track is increased by 1 instead.
Maddened Bandits (1,500 XP)
Great columns of unworked stone show signs of cracking, crumbling, and sabotage in this long, 60-foot wide tunnel.
Creatures: Six bandits (MM 343, CR 1/8) and a bandit captain (MM 344, CR 2) wander aimlessly in the area, starving and almost feral in appearance. They have disadvantage on Wisdom (Perception) checks to notice the party’s approach.
When encountered, the bandits begin to howl and scream in horrible discord as the rhythmic thumping of drums rises from somewhere deep below. The PCs much each make a DC 11 Wisdom saving throw against madness.
Treasure: The captain carries a scroll of
hunger of hadar in addition to his other equipment.
Fungus Alarm (1,350 XP)
A 60-foot high cliff, covered in fungus, blocks the way. A rope ladder is visible but retracted at the top of the cliff. Two successful DC 15 Strength (Athletics) checks allows a character to climb the cliff. A failure results in a fall: 20 feet if the first check fails, and 50 if the second fails.
If the characters avoid the ladder, they lose 1 day of travel. If they destroy (or keep) the ladder, reduce the drow pursuit track by 1.
Creatures: 3 shriekers (MM 138, CR 0) grow near the top of the cliff. 2 gricks (MM 173, CR 2) are alerted by the shrieking, and arrive from above 30 second later.
Treasure: The gricks’ lair, a few hundred feet down the tunnel above the cliff, contains a humanoid skeleton wearing a cloak of the manta ray.
Stream (0-2,000 XP; non-combat)
A waterway 20 feet wide cuts across the party's path. The stream is shallow and easily crossed, and the character can drink and refresh their water supplies. Edible fish inhabit the stream. so that the DC of any foraging attempts for food in this area is reduced to 10. Crossing the stream reduces the draw pursuit level by 1.
Creatures: Five giant spiders (MM 328, CR 1) make their webs downstream. The first web is 60 feet down, and the remaining webs are separated by 20-30 feet. The spiders are more interested in catching fish than adventurers, but will attack if their webs are disturbed.