I recently got a message from a friend of mine, and he gave me the OK to share it with you guys:
I found the Steal This Hook! section on the WotC website, not too shabby. I've given the players the Etched With Mystery one; already dealt with the druid, now on their way to the one that tends a glassware shop. Problem is I'm not too sure how to make it exciting. The others are easy. Organized crime, hermit = dungeon crawl, missing body can be tied into the organized crime. But a glassware shop?
Glassware shop is EASY! Just think about the type of people who need glass...
1. The obvious is to include a Minotaur, the proverbial bull in a china shop. A little obvious, but think about it. Etchings while mainly done by glassblowers, are also used in Scrimshaw. The minotaur came across one of his buddies' horns with an intricate design, and wanting to find who killed his buddy is seeking out places where the work is done. The guy who commissioned the scrimshaw will have more information.
2. Glasswork is also used extensively by mages. Cool idea for a rod of lightning. Perhaps the PCs run into a mage who needs just one more thing for his wand...and if they bring him enough, he can make two of them- one as payment for services rendered. Into adventure!
3. The holy water maker needs more flasks, but the glassblower is stacked with other orders, perhaps something the PCs can do can either make the work go quicker, or find another way to get the holy water where it needs to go. Now, WHY does this cleric NEED all that holy water?
4. The Noble's Kid: THe PCs enter the glassware shop as the keep and a young nobleman are agruing. The kid apparently broke one of his parents glass sculptures. He needs to replace it before they come home next week. The keep can do the work, but wants payment, but the noblekid can't afford it. However, he knows where he can get some treasure, if there just happened to be someone around who could help him.
5. Golem Bits: The stained glass golem is almost finished, but the glass keep needs more red sand from a certain beach in order to finish it for the church. Go forth for sand in a very dangerous area!
6. Tied together: Have the thieve's guild there shaking down the keep for a protection payment. This imbroils the PCs in thieve's guild politics, which will lead to the other warforged.
7. Impish Nature: There's a radient mephit in the shop breaking stuff, because it makes such pretty prisms. Or a bunch of them. Whatever suits needs.
Personally, I love unique locations like that. I never would have thought of a glassware shop as a place to begin an adventure, but as the saying goes, the more unique the start, the more memorable the adventure. Just as an FYI; he decided to go with #6.