The only remaining evidence of how to operate a recently recovered artifact died with a lawful evil cleric who was eaten by an aboleth 300 years ago. Fortunately they remember everything their victims knew, as do their young.
Of course, they remember how to perform all his evil rituals too.
The only way to cure the king's recent onset of madness is for him to injest the gland in an achaierai's body which creates the insanity cloud. The gland must be eaten fresh out of the creature's body, and will only work if given up willingly.
A local ruler (king/baron/knight) has sent his only son to defeat a monster -- perhaps to be named later! His son failed, and the ruler was driven mad and commited suicide. His wife (queen/baroness/wife/consort) now rules in his place, but the allip lives on.
An allip is CR 3. If the party deals with it violently, the party gains the appropriate experience. If the party finds the son's remains -- at the heart of the monster's lair -- the party will find the son's journal, in which it is recorded that the son fought the beast not for glory or for his father, but in a sincere desire to help the people of the land. That will help ease the ruler's torment, and the party recieves experience appropriate for a CR4 creature.
The king's daughter -- the princess, heir to the throne, and subsequent ruler of the land -- has been murdered. Meanwhile, all the furniture in the king's castle has become restless, and attacks all those who come near it, making it a truly dangerous place to be. Can the PCs figure out why the furniture is acting so strangely? Perhaps the dead princess is trying to tell them something....
An orc shaman, unable to get past the defenses of a barge belonging to a calisian merchant, has cursed the barge! It now acts as if it was alive! Most of the mercenaries, travelers, and laborers were able to escape, but the merchant's daughter (or son) has been captured! The party must board the living barge, fight off the undead mecenaries/travelers/laborers that remained, not to mention things like animated rope and the like. (Rogues may check for things like falling door frames and other such "traps.")
Once rescued, the barge is to be treated as a colossal construct, CR 10. If using the Murchad's Legacy setting, the barge travels 5 miles per day between Madeline's Lock and Lock Exosus (~130 miles). If it reaches Lock Exosus, the Remarian Legionaires will cut it down, and indirectly killing the merchant's child.
The local baron, a known collector of rare and exotic arms and armours, asks the party to collect the materials for a suit of plate armour he wants fashioned. The plate is to be fashioned from the scales of an ankheg. The baron is offering a large reward for the return of the scales.
Of course, the local druid population objects to the slaughter of these creatures for sport...and the druids have the knowledge to create an elixer to cure a rare disease. You did remember to send the PCs on a quest to find the cure for the king's illness, didn't you?
The party is approached by a young woman who begs their assistance. She claims some drow elves are out to capture her and she desires protection. She promises to reward the party after they save her.
She is telling the truth. She is being hunted by 3 1st-level drow fighters. However, she intends to turn on whoever is apparently winning the combat on round 2 of the combat (sadly, she is too impatient). If the party wins -- and she does not turn on them -- she gives them 50gp plus whatever the drow were equipped with.
A wealthy would-be huntsman desires the party to capture him a mated pair of arrowhawks. The party is only permitted to do stun damage for the encounter. The arrowhawks can be tracked by their spoors on a Wilderness Lore check of DC 15 (a guide can be hired for 50gp but she will not assist in combat).
The latest fashion among noble women calls for arrowhawk feathers to be worn in enormous plumed hats. The PCs have recently inherited a strip of coastland that serves as a mating ground for the birds. Local druids want the PCs to step up efforts to stop poachers. The Milliner's Guild is willing to resort to underhanded tactics to make the PCs reconsider.
A small village at the edge of the Great Forest has been attacked and nearly every man, woman, and child killed or taken. All indications are that it was a drow raid. The Drow chose their path from the Underdark well as it leads through some caves that come out in the forest that are inhabited by a patch of Assassin Vine. The drow realized that the assassin vines would be useful guarding their retreat into the Underdark in case they were followed.
A young wizard needs a low-quality ruby to crush into ruby dust for a continual flame spell. An Athach has such a ruby -- as well as other low-quality stones -- and the wizard wants it. He cannot pay, but he will cast up to five identify spells for free for the party if they deal with the Athach.
The PCs meet a strange-looking dwarf. He is hairless and has skin that looks like tarnished metal. It is an outcast azer who has been "extinguished" from Azer society by the elder priests of his city. Of course he was wrongly punished, and he wants revenge. The azer prince who framed him maintains a fortress in the caldera of a volcano. He will offer the services of his magical forge if the PCs can help him.
The party is tasked with transporting a shipment of adamantine from one city to another. An azer is going to smelt the ore into a refineable form. However, the party learns that the azer is working for an evil pirate and must decide weather to deliver the goods (and defy the law) or divert the goods (and defy the azer smith). If the party does as asked the azer will reward them with a piece of medium adamantine armor.
The above works well with the Bluffside setting.