If you’re sitting in a tavern and a mysterious Wizard with grey robes and a pointy hat approaches and starts talking about a job offer don’t accept. You should ignore him and curse your DM. This is one of the most boring and overused ways to begin an adventure. Unless your DM is running his very first game, this should never be an acceptable adventure hook. In D&D, a tavern is a social place full of activity and interesting characters. Relying on this kind of boring stereotype is completely unacceptable.
While rummaging through an old stack of papers I stumbled across notes from an old campaign. As I looked them over a series of adventure hooks caught my attention. The notes were in my printing but I had no memory of writing them (probably because they were at least 15 years old). Although the ideas were from a previous edition of D&D many of the adventuring hooks still held a lot of promise. I realized that with just a little bit of editing these hooks would work in 4e D&D (and make a great blog post). After all, the last Adventuring Hooks article we ran was called The Town Meeting and that was over a year ago.