This is a study of the effectiveness of not the individual but a group of individuals. This is an Open Ended Plot which will not be fleshed out by a single person but by who ever chooses to add content.
From that silent place fear flows in unseen waves, like white fog. The shadows are many, and the wind breathes cold through the broken battlements and casements. Through it's frowning walls and dark window openings there's a lantern of the spirit which none see by but those who bear it.
The Dwarves are often thought to be a greedy and miserly race, but there are times when they will give rewards to those who have genuinely earned them.
(OOC-I added the names of all those who did submissions but only mine has shown up, for some reason. The others are the following; axlerowes, Echomirage, Ancient Gamer ,Dossta , Pariah.)
Save/Help the Halflings! They offer rewards. Material and otherwise.
The Horrors and Wonders of a distant, sun-drenched land. Everything you need to run a desert campaign!
The Yugzhee, or "hedgehog-people", guard a great, secret treasure inside their giant burrowed lair. The mysterious Wall of Keys, a 12'x10', foot-thick, cold-iron, "wall", upon which, on iron hooks, hang 100 ornate iron keys of all shapes and sizes. Each key opens some heretofore un-openable barrier, door, or gate, in the particular game world of choice.
The PCs have come upon a great boon, except for the fact that the keys cease to function properly if separated from the iron wall for more than a few minutes. Higher level characters will be able to figure out how to take the wall "with them" via magic. Lower level characters will have to get creative.