“ The party comes across a nice hermit in the woods. He gives them food and lodging for the night. They awaken to his terrified screams. 'East! It's east! Stop it! It'll kill us all!' The poor horror-stricken hermit dies thrashing in agony, one boney arm outstretched, his finger pointing to the east.”
“ As far as everyone knows, the Maze has always been there; the strange pair of gates set in the side of a mountain a common feature in every painting of the area, no matter how ancient. One white, one red, nobody knows what they're made of but they resist any attempt to damage them; they're always slightly cool to the touch no matter the weather, they have a very reflective surface, and if you look at them in a bright light, sometimes it looks as if they glow on their own.
The important thing is what's on the other side of them, of course. The Maze itself is a strange place where the normal rules are suspended, and its own set takes their place. It's a place filled with puzzles and riddles, monsters and traps; it's always consistent with itself in any single run but is never the same two times around, and sometimes you could swear it has a sadistic streak, delighting in tricking the unwary adventurer.
It is a dangerous place, as so many people will rush to tell you; most people who go in never come out, and even those who do usually end up scarred for life. They also bring out with them enormous piles of riches, which is why people keep going in anyway.”
“ While traveling trough farm land the PCs come upon a merchant sitting on a wrecked wagon without a mule attached to it, hid face burrowed in his hands. He explains that he was robbed by petty goblins, unable to defend himself he had retreated. He asks the PCs to help him retrieve the mule before the goblins roast it, as a reward they may keep his goods. How hard can it be?”