“ Bag on a Stick
Very simple gag but a great one, since it can be used multiple times over, even in the same adventure. Great for tribal natives gone restless and humanoids, but anyone can have set this up. Just what the header says, a simple bag over a stick stuck in the ground or floor.
As GM you can place the bag on a stick anywhere, in a floor crack the heroes have passed before, outdoors in a clearing or path, or at the edge of the PCs' encampment the following morning, what have you. Place anything on the stick - a coiled yellow viper angered by the bag removal, mini crossbow w/poison, transdermal hallucinatory drug dusted on the bag, yellow mold colony, an NPC ally's head, a weapon, scroll tube or satchel, what have you.
The idea is to build tension and/or stall for time/distract the party. Provided it's used properly, you'll be amazed at how paranoid players will get from this simple gag.”
“ An adventuress, Semma, has returned to her home village, but something has gone badly wrong: it's the furtive glances, the conversations that stop when she approaches, the childhood friends who now have no time for her. She returns to the town or city and enlists your party to help her find out what's going on.
The party must find out what is wrong: something (perhaps a Cthulhoid monster, perhaps a gang of vampires, perhaps just a bunch of bandits) is extorting obedience from the villagers by threatening their loved ones with at least death. Once the source is discovered, Semma and the party and a few brave yeomen (and women) must deal with the threat by finding its base and defeating it, and then deal with the remnant corrupted villagers who willingly served the Evil Force. These may prove to be the most difficult foe...”
“ A rather large armed group slowly walks the road. Unless you get to see what they transport, you could think it is a caravan with expensive goods, or the soldiers escort someone important. But this is a prisoner transport, on the way to mines, criminals on their way for punishment.
The soldiers may be willing to talk, the captain will have a few questions on you and the road, but they will keep distance, and part soon.”