A paladin wants a pegasus as her special mount. Besides the physical problems of finding the creature and getting it to listen to the proposition, the party must help with the alignment clash between the lawful paladin and the chaotic pegasus.
The party is on the trail of an evil derro druid who grows hallucinogenic mushrooms and slips them into the food and water supplies of nearby villages. They catch up to him in his lair, but, in addition to various nasty traps, the place is crawling with phantom fungi, who use hit-and-run tactics to tire the players while the druid prepares his defenses. How do you fight an enemy that's impossible to see?
A phase spider has taken up residence in a nearby pass hwere it can frequently prey on its favor meal, horses. Unfortunately for the party, an ethereal filcher has learned that stealing form the pack animals as the phase spider attacks gives him extra cover, as most people naturally move to protect their mounts and pay no attention whatsoever as he raids their supplies.
The secret service has found one of its spies unreliable and wants you to bring him in. However it seems there is nobody of that description at his location. Lots of other people, all hostile to your country, and of course to you and the spy if they found out.
Finding the phasm and convincing it to come along, without blowing your own cover, will be a chore.
An aasimar paladin and a tiefling rogue learn the very same day they are half-siblings. The witch Nogeria in the western swamp bore both and sent them to be raised in different places. Now Nogeria is ill and she has sent letters to both of her offspring about collecting her estate.
The aasimar Paladin and the tiefling Rogue both seek allies as they travel to the witch's deathbed. The tiefling desperately wants her mother's powerful enchanted items. The aasimar is concerned they could fall into the wrong hands.
The result is a desperate race across the swamp and a final confrontation against a sibling neither ever knew.
A pseudodragon is sizing up a member of the party as a possible companion. The pseudodragon stalks the candidate for days reading their minds as it sets various tasks and choices before the PC.
Most of these could be run as side adventures.
One task involves the PC rescuing a lesser creature (a cat or something of the sort) at risk of life and limb. Another task involves going out of the way to drive some snakes out of the burrows of friendly animals.
Others could be included, but the theme should be for the PC to put a lesser creature's needs ahead of their own.
At the end of the adventure the pseudodragon approaches the PC and tells him/her why or why not it will accompany them as a companion.
A local mages' academy has a problem. They gave their gardener a new magical fertilizer that, unbeknownst to them, had yet to be fully tested. The roses now grow to the size of sequoias, and one tomato can easily feed the entire student body for a week, but there's just one tiny problem; pests. Can the party stop the new infestation of giant, ravenous earthworms?