Everyone I've ever played with would just sell the necklace in the next town, so some poor store clerk's going to be plagued by demons. And it'd be awful hard to remember which gold coins were cursed. I'd have to adapt it to something they're more likely to hold on to. Something magic maybe. Go to Comment
More to just add something to the game then a plot in itself. The annoyance of the insects at night not giving them a full nights rest could affect their fighting and such. Would have to figure it out eventually just to get some peace. Go to Comment
What is wrong with the clerk being plagued by demons? Be creative and use that to your advantage. The clerk could blame the original death on the characters and blame his own misfortune on them. With barely any prompting you have the Salem Witch Trials vs. the players and let them try and figure it out. Go to Comment
Maybe there is an open tomb out somewhere, with riches to be taken... and to be cursed. The characters are cursed too, just throwing away the necklace or gold may be not enough. Someone else may get the same curse, so it is necessary to return all items to break the curse. Sealing the tomb may be a good idea. They may be later haunted by a ghost, its rest once again disturbed. Characters recognized as worthy, they are asked for help. Once they AGAIN seal the tomb with the riches, they may be given interesting info of the ancient-kind. Now it is a plot. Go to Comment
Even though I agree with Strolen, that the idea is something I would use as an annoyance rather than a plot itself, it's still a pretty good idea.
You have some seemingly innocuous incident of finding some insect riddled corpse in the den of some man eating monster or something(take your pick of man eating monsters), so that the necklace doesn't appear to be the cause of the insect horde. The sort of thing that would appear to be a random encounter, only not really random. After defeating the random encounter, they search the body, oh my, what's this, a fancy necklace, thank you very much mr dead body!
Then you continue them down the path of an adventure. At some point in the adventure, typically a fairly critical but non-mortal point, a spell fails because the wizard couldn't concentrate enough to learn his spell correctly. Then it happens again, after another night, soon, he's not able to learn spells at all, because of all the bugs waking him up over and over again in the night. Same thing could happen for a priest learning spells. Maybe the warriors get tired from lack of sleep and can't hit effectively.
MAYBE they get so tired that paranoia steps in. Everyone is out to get you, even your own comrades. Well, maybe, but I find plots like that tend to be annoying for the players in a cooperative group. Just a thought, I suppose.
Of course, you need to have it happen that the necklace is not suspected for a while to get much play out of it. Go to Comment
A bit of foreshadowing is always a good thing. To start with, the necklace may already be gone when the PC's arrive on the scene. It may pass through a couple of owners before the PCs' get a hold of it.
Loose ends may not hurt anything. I suppose not everything needs an explanation. This little bit of confusion in the PCs life my just lead to any amount of guesses and wondering what it is all about. This confusion may be used by the GM to brainstorm on. Many times players will come up with better ideas then the GM already had and he can change the game to match what the players are guessing about. Go to Comment
Even if you don't know what to do with it, the players are always a great place for inspiration. Listen to what they think it is and if there is something good, use it. If not, then the encounter can dissappear as a simple oddity. Go to Comment
Ok, given time to consider the possibilities for new plot lines, this would be a great way to make the players look to someone to point them in right direction. But that bashing bunnies trick will likely not work twice... Go to Comment
This works well as a proto-plot hook, as Strolen said. The players trying to make sense of the random nonsense can provide their own adventure hooks this way, and congratulate themselves on "figuring out" the GM's strategy.
It also works well just to keep the pc's shaken and confused--they're more pliable that way. Go to Comment