Gaming Story:
In the days of first edition, I ran a small group of friends on a year long campaign. The idea behind the campaign was pretty simple, they were hired by a Wizard to track down and find the Tis Key. The Tis Key was oddly shaped item that this Wizard wanted back, badly. It had been stolen by a crafty thief and the party was hired to track him down. Basically, it was a simple idea to send the PCs anywhere I wanted as the key's journey was an amazing one (Natty Gann had nothing on this key

).
So, they catch up with the thief and find that he sold it. They track the merchant across a desert and find that it was stolen in the desert by bandits. They go back to the bandits, fight them and find that the key was dropped in a well. They repel down the well and find a cavern. They explore the caverns (many good fights) and find the key in a Roc nest. They accidentally scare of the Roc who takes the key and flies away. They explore in that direction, many encounters and side plots. They eventually find the Roc, dead killed by hunters. The hunters threw it off cliff for fun. They explore at the base of the cliff but can't find it. They explore up and down the coast but all leads are gone.
They go back to the Wizard for assistance and the Wizard finds that it is at the bottom of the ocean in the hands of the sea elves. They then have underwater adventures. When they get to where the key is the underwater city is in flames, literally. A group of demons had raided, and yep they took the key. So, off to the Abyss they go looking for the key. Many adventures through the Abyss and they face down an arch demon (I forget who) for the key. They finally have it and they get to take a good look at it, it looks like a glass bottle. But it does radiate a faint magic. And as all adventuring parties know, artifacts radiant only faint magic. So, they fight there way back to the prime material and arrive back at the Wizard's tower.
Now, remember, this adventure took a year of real time. We played once or twice a week and they really wanted to know what the heck this key could do. Along their journey they heard all sorts of stories and the Wizards was paying them really good money along with supply them with a good deal of magic.
So, they give the Key to the Wizard who takes them to a door they had never gone through in the Wizard's tower. "The key opens that door?" One of the players asks. "No," Answered the Wizards, the key is for what's behind the door." The Wizard opens the door and there is a large rack of bottles, with one empty slot. He places the bottle in it's place and asks the party to stand back. The Wizard pulls out two wands and then starts to play a song. "My country
tis of thee, sweat land of liberty, of thee I sing" The rack of bottles was a musical instrument each key was a magically the perfect key or pitch so the wizard could play his music.
The PCs were not happy with me.
Edit: Made it a little easier to read