This one guy, we felt so bad for him. To this day we're not sure if he really was stupid, or just not getting it.
Scenario: He's a halfling thief, and the party has just come into possession of a Deck of Many Things. He drew lucky and got Keep, which means he unexpectedly inherits land holdings from some unknown relative that has just died.
He also has a second level thief henchman, from another lucky draw, which is VERY lucky. He inherited some halfling uncle's brewery and lands. His mother tells him he got the brewery by stealing the funds for it, and he was a very successful thief in his day. Thus begins the Trial of the Incompetent Halfling. *sigh*
He goes to the bedroom. Of course, all the other players, who know me well, are thinking "Ooooh, halfling thief keep, lots of good junk squirrelled away!!!" What does this guy do? Drinks a bunch of the beer and goes to bed.
I graciously allow one of the other players to give him a nudge in the right direction, although all of the other characters are at other places. He finally decides to start searching, and lo and behold, finds a secret door in the bedroom.
He goes down the short flight of stairs and finds a small stone room, ten by ten, with no apparent doors. He leaves, goes and drinks more beer, and goes back to bed, thinking that the room had been cleared out prior to his uncle's death.
The other amused players, once again, gently steer him in the right direction. So the next day he toddles down the stairs, and lo and behold again, finds another secret door. I, thinking he's going to check for traps, don't bother placing any.
He doesn't, he just opens the door and steps in.
I begin to realize that this guy needs to figure out what being a thief is all about...much less a halfling thief. Inside the room (another square stone room, 10x10) there is a single shelf jutting from the wall, with a small ivory box, and two urns on the floor beneath it.
He cavalierly walks across the room and checks out the urns. One is sealed with wax, the other is simply stoppered. He unstoppers it. Inside he finds dust.
Him: Dust? That's dumb. I dump it out.
Me: You--what?
Him: I dump it out.
The other players are horrified.
Sure enough, he dumps it out and he and his henchman promptly fail their saving throws as it is Dust of Choking and Sneezing. His henchman recovers first and drags him from the room. He recovers, chuckles at himself, and proceeds to stride right back into the room.
His henchmen ends up covering his nose and mouth with a kerchief and rescues him again, as his footfalls stir up the dust once more. FINALLY getting this particular hint, he and his henchman very carefully reenter the room.
I ask him what he's going to do.
Me: You have one more urn that is sealed with wax, and the box on the shelf. The shelf seems to be sticking out of the wall itself, not affixed there or attached to it in some way (hint, hint).
Him: I pick up the box.
The other players groan in unison.
*Kathunk!* A spear shoots out of the wall on what is belly height for a halfling and skewers him. He passes out, but does not die. When he comes round, he sees his predicament. The spear is in fact, affixed firmly in the wall, holding him up quite nicely.
Me: What do you do?
Him: I slide off backwards.
Me: You take an additional 1d4 points of damage as the barbed head penetrates your back, and you pass out again.
He comes around again.
Me: What do you do?
Him: I draw my short sword and begin whacking at the pole of the spear in front of me.
I exchange glances with everyone else at the table, but must do the proper thing, as it is not a magical sword...
Me: You take additional 1d4 blunt damage from the violent movement of the spearshaft. You pass out.
The other players, by this time, are gnawing on furniture. Comes around again. I finally let the other players help out. "HAVE YOUR HENCHMAN REMOVE THE BARB AND HELP YOU OFF!!!" He does so, makes it back upstairs, and gets patched up.
There is no local cleric (in most of my games, clerics are very rare), but he is in no danger of dying as they have a very good hedge doctor at the keep. He wakes up the next day, half stats, etc. I describe the extent of his disability, his agony, and so on.
Me: What are you going to do. (I'm thinking he'll send a messenger for another PC to help him out, as they do actually have a cleric in the party, but he's currently at his temple in the city some distance away.)
Him: I order a big steak and beer breakfast.
Me: *gape* You just sustained a massive abdominal injury. You were on the verge of death, and you're weak and ill. You what?
Him: I order a big steak and beer breakfast.
Me: You sustain 1d4 damage from convulsive vomiting.
FINALLY he heals up and heads back down into the vault. The box is on the floor. He CHECKS FOR TRAPS! YAY! and disarms the ones that are there, and opens it. Inside are four vials of clear liquid in velvet (turns out to be holy water, but that's a different tangent to the story).
Then he checks out the remaining urn. No runes in the wax, just plain red wax on an ivory bottle. He simply breaks the seal and looks inside. He sees liquid of some sort. He carefully pours some into his hand.
At this point, I didn't have the heart to make it the incredibly nasty poison (which was supposed to be a boon to his party later on) it was supposed to be, and instead made it a Potion of Stench. He figured it out when his henchman started puking.
I thought my other players were going to pop, they wanted to jump in so badly.