Starts like a regular investigate/slay/recive reward adventure, but with a macabre twist in the end that should get your players thinking… a low level adventure
An ordinary seek-the-artifact scenario gives a valuable lesson why you should always check your employer.
A century ago a power hungry noble sacrificed all the first born children of a nearby town in hopes of gaining the Dark Lord’s favor. The plan failed and his plea for power was ignored. The townspeople trapped him in his tower and destroyed it allowing it to topple down onto him. His last words spoke of his will to return and enslave the town. Now the towers has been seen standing, but what it means is anybodies guess.
This adventure is based around a witchcraft trial. The (innocent) witches have to adventure around trying to collect evidence and witnesses to prove their innocence, which is surprisingly difficult when people slam their doors and window-shutters out of suspicion whenever you hove into view. The prosecutors have to get witnesses who can testify to having seen the witches at their satanic practices.
What happens if you actually get what you have been looking for, all the time ?
The king is having a new wine celler dug when they find a ancient opening to a hidden dungeon.
Nearby the village is a large lake said by the villagers to contain a water god. They tell the party that if they want good luck on their journey they should hire a boat and go to the center of the lake and give a donation to the god.
When was the last time a character caught a cold or flu? Real people get them every now and again even with solid heating and dry interiors. Your characters are out in the cold and wet, and even inside is not always dry and warm. Imagine having to stop your dungeon crawl, sitting in a tight defensive position, while you all are feverish.