the best start I went through was:
"3 days after a giant pyramid swallowed the sun your company [of low level mercenaries] is assigned to guard a wagon moving from city A to City B."
What are the more fantastic elements of your campaign setting? Draw on them to create a memorable fantasy opening to your campaign. Make the introduction big and splashy, like the sun being swallowed by a pyramid. Are dragons important to your setting? Start the campaign with a mortally-wounded ancient red crashing into the PCs town, destroying a large swathe of buildings. Is the Shadowfell going to be recurring feature? The campaign begins on a night where three generations of a town's dead arise as undead (some hostile, some not).
My advice is to think big and think fantastic.![]()
Many of these ideas come from a common playing style: the campaign starts pretty much mundane, and gets more and more fantastic as you rise in levels. Also, low-level characters would sometimes have problems dealing with fantastic situations they have to react to.This is one of the best ways to go. Respectfully, many of the other suggestions in this thread are a bit mundane. They're "low level", in that they're fairly mundane problems that could occur in a non-fantasy world and are geared for 1st level D&D characters. Escape from a slave ship, members of a mercenary unit, bribe to a local ogre (i.e. steroid-boosted gang leader)? All of these introductions could happen in a game set in a mundane world without too much tweaking.