The selection of adventures include:
- the classic “temple overrun by goblins” (and even here it has a great touch in the form of a captured giant lizard and the leader of the goblins can command by consuming his potion of animal control)
- a despoiled barrow that is now poisoning the river and those who drink from it
- (my personal favourite) an old rangers’ watch that is currently used by strange mechanical men to contain some mind-bending alien creature within
- and finally the home of a wise hermit who can help the party to find whatever MacGuffin they are questing for this week.
Totally worth investigating the four and putting them aside for when you need a quick evening of adventure.