the black box
960. Have someone (I used an orc priest of Grumsh) deliver a black box to the party. The bearer is evil (if detected), but seems trustworthy (he does not lie). He gives the PCs the black box and no explaination other than not oppening the box "before the time was right", saying he has urgent business to attend. About 15 minutes later, screams and noises alert the PCs; the orc is found dead, by his own weapon (he killed himself, deliberately).
Now the fun begins. There seems to be no way to open the box, it is deep black in color, has no inscription and is heavier than it would appear. If detected, it is enchanted with an overwhelming magic that cannot be identified or dispelled.
961. The box foolows the players. If the ever forget it, give it or try to get rid of it, the players find that it is some distance (between 20 to 300 ft) away. The box still does nothing.
962. The box grants their deepest desires, unperverted. When they are in need, the box grants wishes. (When locked up in a cell and striped of everything, they wake up and find the door open. A few corridors down,they find the black box.) Try to not make so obvious that the two are related.
963. Each time a wish is granted (and as the PCs will eventually link it with the black box, it will increase in frequency---> "you find your lost shocking greataxe +4 in the sands of the desert"), have some nasty demon or devil appear anywhere within 5 miles. They are bent on killing, and not necessarely the PCs... and they have time...
I used all these.