Stupidest things PCs/DMs have done

The session that really botched the entire adventure:

In town before setting out for the hills, a Fighter approaches several party members and says that he was ordered (by his and the party's employers - Republic government agents) to tell them about a misfortune that befell his party.

They had been scouting Kobolds north of the road when they were attacked by a man and a number of Orcs* (*Orcs aren't local. Only ones in region are 600 miles south. This is spelled out three times in the starting materials and the agents asked the party to find out why the Orcs are here. Keep this in mind.) While the Orcs held the party at bay, the man, named Janx, kept waving a Wand of Sleep at the party until they all went down. They were stripped naked, tied up and left outside a Kobold burrow. The party Rogue got loose, untied the rest and they escaped, making their way back to town completely naked.

So the party gets into the hills and is followed by a man and a bunch of Orcs. They turn to attack and the combat goes very badly for Janx and the Orcs. Janx is captured, the Orcs are all killed. Janx offers to lead them to his cache of riches if they will swear to release him. The party refuses. They decide to take him back to town for justice.

That night, they do not increase their watch (I asked). They decide that the one person on watch can also watch the prisoner. They say nothing about taking extra precautions. So Janx gets loose and takes off at a dead run. A while later, they track him down and catch him again.

Players angry. Insist that they did this, that and the other thing to ensure that he wouldn't get away. Did you tell me that? No, we just ASSUMED. Sorry, I don't make those kind of assumptions. Next time spell them out or they don't happen.

While trying to escape, Janx ran directly toward a very tall hill with three large bonfires on it. Nine days later, the party returns to the area and reaches this hill.

I map out the layout on the battlemat. The bend in the path that cuts along the side of this hill. A large swath of dead (brown) pine trees along the side of the large hill. It's mostly flat top, devoid of trees. They can see someone at the top, but are too far away for details.

The party continues along the path to the hill. There, they find a Half-Orc (Remember the Orc bit?) coming down from the top of the hill. They can see that the hill was once covered with trees, but they've mostly been cut down. Time to question the Half-Orc.

His name is Muuk. Probably an error, because they immediately said "He's just a mook, he doesn't know anything." Of course, this is the same group that decided that nothing could be learned from talking, so maybe they're just stupid. Half-Orc has never seen a Halfling before, thinks it is a child. Says that he works for a Wizard named Artemis, who has been burning Kobold corpses on top of the hill.

Players immediately jump on the idea that they need to speak to Artemis to find out why he is doing this. They use a Dork Tower card to aid their Bluff that the Halfling is Artemis' nephew and they need to get to his place. Get directions from Muuk.

Halfling Wizard casts Detect Magic and finds that the BattleAxe Muuk is holding is of Moderate strength. (+1 with several special abilities, specially keyed to Muuk.) I thought that this might jog them to more questions or investigation, but no.

"Are you going to the top of the hill?"
No, there's nothing important up there.
(Surprised look. I asked again a while later.)
"Are you going to investigate the dead trees?"
No.
"Are you going to ask Muuk anything else?"
No.
(Several other questions, asking if they're sure that they're not doing anything more here)
NO. No. No.

So off they went to find Artemis. Artemis kept them waiting overnight, then came out and played to their false beliefs, providing nothing of use. After the fact, the Halfling player castigated me for not having more to that encounter. Two others expressed amazement that Artemis didn't just come out blasting.

For what? They didn't know anything!

IF they would have checked things out at the Hill, they would have discovered;

* The trees were deliberately poisoned over a year previously so as to provide a large amount of dry firewood.
* Muuk was in the process of covering up the stuff on the hill, some of it was still exposed.
* There were three outer pits, with bones and ashes. A blood trail led from each to three stones around the central pit, in which was a large black stone.
* The black stone in the center was basically 1/6th of a stone wheel - think Stargate or a FR Portal. Black Basalt, covered in runes, astronomical and magical sigils.
* Strong Evil on the whole hilltop (if used Detect Evil). Very strong Conjuration and Transmutation magic on the central pit, Very strong Conjuration magic on the stone. Weak Transmutation magic on the outer pits.

Muuk, being a coward, would have told them a lot, though he still would have lied. He would have said that Artemis is building The Wheel, a powerful magic doohickey, with the blood sacrifice of Kobolds. (Actually, Humans too, but Muuk would not have told them that. However, using magic or other means, they could have learned that.) Muuk would have told them about Tengo, a powerful Wizard who made his Axe, and whom Artemis works for.

They would have learned a lot of other things too. I initially worried that I was giving away too much information up front.

I didn't figure on players who completely failed to grasp the idea that If the GM asks you if you are checking something out, the answer is NOT "NO".


I told them after the fact that there were multiple trails with clues scattered all around. All along, I asked them if they were taking any of those trails. Their constant answer was "no". In the very last session, I went so far as to openly suggest that they go overland to another trail when the one they were on was blocked.

Halfling player says "No, I think we need to stick to the paths we know".

There comes a point where Anger is justified, where repeated failure to listen or act intelligently just becomes overwhelming. I sincerely regret that I didn't walk away before that point came, but I was trying to be generous and give them the benefit of the doubt.
 

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A LG cleric in one game I ran found an old human-skin bound book.

Making an appropriate Knowledge roll, he figured out what it was (THE Book of Vile Darkness) and had a general idea of the effects the book would have.

Cleric: "Okay. I'm going to read the book."
Me: "You did just hear what I told you, right?"
Cleric: "Yeah, but I can make the saving throw, I'm sure. How high can it be?"

I'm sure you can figure out the end result....

Another one....

This was one of our first 3e games. The party scout saw a single goblin up ahead. The party looked at me. "Only ONE goblin?" I nodded. They decided to send the Fighter up ahead to fight the goblin. Alone.

They felt the pain when they learned it was a level 6 goblin barbarian. Ever since then, they took even lone, single kobolds seriously.
 

Nightchilde-2 said:
A LG cleric in one game I ran found an old human-skin bound book.

Making an appropriate Knowledge roll, he figured out what it was (THE) Book of Vile Darkness) and had a general idea of the effects the book would have.

Cleric: "Okay. I'm going to read the book."
Me: "You did just hear what I told you, right?"
Cleric: "Yeah, but I can make the saving throw, I'm sure. How high can it be?"

I'm sure you can figure out the end result....

The line in bold was his downfall. After making a comment like that he basically guaranteed himself to fail the saving throw, even if he did only have to roll a 2. Never challenge fate, you'll always lose.

Olaf the Stout
 

Olaf the Stout said:
The line in bold was his downfall. After making a comment like that he basically guaranteed himself to fail the saving throw, even if he did only have to roll a 2. Never challenge fate, you'll always lose.

Not only that. I don't know whether that book actually grants a save, but after the guy told me "I'll get a save", I would edit that part out and go for the straight, inevitable kill. Metagaming is a cry for help. Those poor souls yearn for the end, and PC euthanasia is very legal.
 


Kae'Yoss said:
Not only that. I don't know whether that book actually grants a save, but after the guy told me "I'll get a save", I would edit that part out and go for the straight, inevitable kill. Metagaming is a cry for help. Those poor souls yearn for the end, and PC euthanasia is very legal.

Player saying that probably means that his character is thinking "Anything that book can deal, I can take (and use to my advantage)".

Or, do you reduce points for a player saying "I power attack for 5" instead of "I swing really strongly at the expense of accuracy"?
 

Numion said:
Player saying that probably means that his character is thinking "Anything that book can deal, I can take (and use to my advantage)".

Or, do you reduce points for a player saying "I power attack for 5" instead of "I swing really strongly at the expense of accuracy"?

And he wasn't even severely metagaming. He's acting on about the same knowledge his character has. Unless, you know, characters don't know their capabilities. That must be amusing.




(Now, if he had said that he knew he could make the throw on a 2 because of his stats, that's a different matter.)
 

Numion said:
Player saying that probably means that his character is thinking "Anything that book can deal, I can take (and use to my advantage)".

Or, do you reduce points for a player saying "I power attack for 5" instead of "I swing really strongly at the expense of accuracy"?

It's not just what is said, but also how it's said. Okay, I wasn't at the table, but from what the poster wrote it sounded a lot like he was metagaming this one. Even if he wasn't, and I misjudged this because of the lack of tone, I would have that information when one of my players would utter it.
 

Old story, early 2nd edition, eons ago…

The party is traveling across a large island. There are known, easily recognizable pirates operating near the island but certainly not inland. That’s important in two paragraphs.

They encounter a group of young knights and camp with them. Talking with them, they learn the knights are basically on a training exercise: there’s a senior knight who knows what he’s doing and a bunch of young recruits. They’re all wearing nice plate armor and are well equipped with weapons and supplies, but it’s clear that they don’t know what they are doing (think rich noble “boy scouts”). Party camps overnight with them, shares watches, even show the kids a few “adventuring tricks of the trade” before going their separate ways the next morning. Nice role-playing encounter.

A few days later, the party meets with a corrupt leader of a nearby city who tells the party that the knights of the island are bad guys. The party says, “Oh, like those guys we just met?” As DM, I figure that the party is going to realize the corrupt leader is full of BS as he tells them “Yep” and adds that the knights they met are actually pirates in disguise and they need to be killed (it was a little more suave than that…but not by much). To my surprise, the party agrees (ah…what?) and heads out, tracking down the knights and slaughters them. A few of the PCs wonder aloud “Is this really a good idea? I mean, they really, really don’t seem like pirates…do pirates ride horses, train with lances, and wear lots of plate armor?” as a few of the “boy scouts” cry for mercy, but one PC (something of a bully) is all for it and convinces everyone else that it’s all good. As DM I loath to railroad so I figure, “hey, let’s see where this train wreck leads us.”

The party returns to the city and informs their new patron that the mission is accomplished (much to the patron’s surprise). Seeing that he has a party of naïve murderers on his hands, he points them to a rival of his on the town council. “He’s a pirate too: go kill him!” Party agrees, I collect my jaw off the floor, and they stroll from their patron’s house, across town, right to the home of the rival in the middle of the day, asking for directions from the local guard on the way. They see the rival on the porch—doddering old guy. Half the party wants to attack (in the middle of the city, around noon – tons of witnesses) the other feels “something is wrong.” I’m entirely confused from the DM chair that they think this might be a good idea, but OK, let’s see what happens…

While half the group readies weapons, the other half chats with the target and quickly realizes that he’s not a pirate, isn’t allied with them, and has nothing to do with them. It’s pretty clear they’re being duped.
They tell the rest of the party that they’ve been set up, but one character doesn’t believe them and attacks the geezer. In broad daylight. On his porch. They kill him and flee after a brief fight between the party members, returning to their obviously diabolical patron—who, upon hearing the news of their attack on his rival, quickly realizes that his connection to the party is a bad idea. He immediately sends them on a fool’s errand again, getting them out of the city so that he can have them killed off.

At this point the campaign is in the toilet—the party has gone so far off the path of reason, I’m not sure where to go. But the party finally (!) starts to wise up and decides to take off rather than let their patron kill them, leaving the city and trying to find a way off the island. More knights show up and a short while later, the party is all captured and “executed” by poison… I decide to throw one more chance out there to salvage things and the party wakes up later and is forced on a “Dirty Dozen” suicide mission by the local king (“You’ve got thirty days to live…you can either run off and enjoy them or come back, mission accomplished, and get the antidote.”). At this point we decided to pull the plug on the campaign and try something new…I asked the players “So what were you thinking?” The “bully” just wanted to kill stuff. The other players were wishy-washy and couldn’t say why they had gone along with it…” guess it was the thing to do.” HUH?
 
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