In the middle of summer a small town is beset by a blizzard that enshrouds it in a blanket of snow. The cause is unknown and all contact with the town is lost. The player characters are hired to investigate the town and put a stop to the blizzard if at all possible.
(An adventure written in the more rigid and hand holding "old school" style and quality level of original fantasy adventure modules from the early to mid 1980's)
A strange group of ghosts plague the grave yard, only seen under the light of the full moon and known to drive most men mad that hear their gibbering speech.
(A simple plug in side-quest with a twist, that is left a little generalized to fit in with any fantasy campaign with minimal prep work by a gm.)
A world whose lands are made up of huge terrain spheres that rotate constantly with most portion underwater. As time passes, the shape of the bodies of water change, landmarks shift inside the new border lines, and mountains tilt to different degrees. Land dwellers are gypsies that can never build anything permanent, and somewhat ironically, the only stable settlements are large structures built at sea.