-Long Version-
One of my players has a character who is a Psion. Now I run in the Kalamar setting, where Psions are highly suspect and are almost exclusively destroyed if found out. Think of the witch hunts for an idea of the severity.
So, this guy (A Telepath), has himself set up as a Merchant. And as you can imagine, uses his "charm" to help work deals. In his background, he's currently running from a large organization of Mind Flayers that have been systematically destroying enclaves of Telepaths. This order is only known to him as the Blue Salamander.
So, after about a dozen sessions, I bring in the Mind Flayer angle. I have spies of theirs check out the markets. Is he hiding his powers? Nope, he's turning a pretty good amount of coin using them widely. Okay, I bring in someone to check him out, see if he's a psion.
Returning from a crypt they'd raided, they're attacked by "bandits". Thing is, one of them is being controlled by a Puppeteer. If you haven't heard of them, think of those mind controlling bug-things from the first season of Star trek: Next Generation. So the puppeteer does a detect Psionics, and our Merchant lights up. So the bandits are defeated, with one of them surviving. This one, with out friend the puppeteer, is turned in to the city guard, and they don't bother with it any more. Okay, so they didn't catch the first subtle hint.
Then, they return to town from another adventure, and are attacked by Mind Flayer's Thralls (mind-controlled slaves) in the streets of a major city, late at night. The disguised Sorceror asks if they are the ones who "brought in the bandit, last week". They reply with the affirmative and he says, "Good, I have a message for you" and a bunch of his hobgoblin mercenaries in pretty heavy armor appear from their invisibility spells as they lay into the party. Once these foes are killed, the party proceeds to call the city watch and haul the bodies away. They don't even check them for anything. I was set up for each Thrall to be tatooed with a mark of the Blue Salamander, with the Sorceror still possesing some major clues as to the assassin's master. But no, they don' even pop open their helmets to see who the attackers are. They didn't even find out they were Hobgoblins!!!
And finally, they get back to "home base" to find that 3 of their friends (NPC's now as some players left) were themselves killed one night earlier, with the watch saying there was no real evidence of who killed them. (Angry forces of the Mind Flayers slowly chewing through their allies...)
So, do they check their friends bodies for evidence? Do they go to the scene of the crime? Do they even do a simple Gather Information check to see if anyone knows what happened? No.
So what the heck do I do? These are all guys in their 20's, and have been playing for over a year. They know that my games are fairly well written, and i won't include anything unless there is a reason. (Sometime the reason is "because Orcs live in those woods", but there's still a reason).
Since they have again returned to town (they've been on a bit of a scavenger hunt), I was considering having the entire crew of Psions ship killed, and a good portion of his gold stolen off of it.
I mean, what is it going to take to get these guys to get out of the "if this was an important point in the story, the DM would have told me, so it's okay for me to ignore anything he doesn't say" mindset. I'm halfways ready to drop in a few mindflayers with high-level thralls and push a near TPK to wake them up...
Suggetions?