There was He, and there was She. And She was shy of men at first, always being told to distrust them. But He taught Her what love is, and promised Her everything he could. And they lived in happiness, and their love was perfect, for the rest of their lives.
If you helped the Grazuul Tribe, others require similar help. The reward is bigger, as the risks.
To help someone is a good deed. Will you still help, if, well, it is a tribe of Orcs that asks for your help?
Another dirty job, this time heavily guarded weapon works have to be stopped.
An ordinary seek-the-artifact scenario gives a valuable lesson why you should always check your employer.
The task easier than usual, escort a group of pilgrims from the sleepy town of A to the dwarven forges of B, get the bell and return. But…
The well-known glassmaker and -blower Rinaldo substituted certain components in old recipes with others, cutting the price to a half, without loss of quality. Great business for him, but who will be hurt?
What happens if you actually get what you have been looking for, all the time ?
This mountain chain was once vast and impenetrable, but had the misfortune to named in the binding spell of a mighty demonic(godly?) being, namely that when the Great Mountains are forgotten, then shall it be free.
On the road you meet… a fiery fire dragon! The mighty Xeatoxx is not some random encounter without purpose. He, though he is the last to admit, has a serious problem.
The heroes find a small crypt somewhere and being brave adventurers they want to check it for evil forces (=graverobbing). Or for any other reason.
If you want to add a "supernatural" touch to your campaign, define the rules of magic and the universe. Make your players comfortable with those rules. Then your new supernatural creatures must then break those rules.