Chartered in Royal Year 618, the Guild of Adventurers Upon Return, was intended as a guideline to deal with and control the increasing number of men and women who were taking up arms and pursuing a career in heroism and adventurism. The guild would police it's own, and function as an odd jobs mercenary corporation, subservient to the crown, and supportive of the clerics.
The PCs are making their way from village to village across a rural hinterland, when they spot a weird sign along a farmstead's fence, with an arrow pointing to the actual farmstead.
"CRAZY DANCING HOES!!"
If they investigate, a rather sedate local farmer, explains to them that for a mere two coppers, they can witness the show for themselves.
The show involves six ordinary, animated hoes "dancing" on a makeshift stage, as the farmer accompanies them by slapping his thighs to keep the beat, and playing on his flute.
If asked how the trick is accomplished the farmer demurs, not wanting to share his "secret".
"If you can get Old Man Purkiss to tell you how he gets his cows to spout poetry, I'll tell you how I make my hoes dance."
In reality, this minor encounter can lead to the PCs discovering that some localized, magical effect is active in the area. All kinds weird phenomena seem to occur in these parts.
Perhaps the PCs have finally found the ley-line of mana energy that they have been searching for! The party's wizard gets excited.