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Stupidest things PCs/DMs have done
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<blockquote data-quote="Lonely Tylenol" data-source="post: 2750803" data-attributes="member: 18549"><p>Okay, here's my contribution:</p><p></p><p>I was running a game for a bunch of players I didn't know very well, and they entered a dungeon that was essentially the ruins of an ancient high-magic-tech civilization. Lots of old 50s style control panels with lots of coloured buttons and gauges and stuff, but all related to magical tech. They were there performing a brief exploratory mission to recover some mcguffin for a patron. They entered, discovered the mcguffin without too much trouble, and then left, having explored the entire area except one small part of the complex that they discovered was the home of a group of kobolds.</p><p></p><p>Now, two of the players decided that they needed to lay claim to all the treasure that these kobolds must be hoarding. The kobolds hadn't bothered them yet, but they decided to march in there and kill the lot of them for lots of phat loot and XPs. The party rogue had decided he didn't want to pick on a bunch of kobolds for no reason, and left along with the cleric and the psion. The two players left behind, a fighter and a ranger, were both dead set on raiding the kobold lair.</p><p></p><p>If you know anything about kobolds, you know they like to set traps. They're very good at it, too. So their lair was peppered with falling-block traps, poison needle traps, acid spray traps, etc. Lots of low-CR traps that added up to a minefield. Again, the rogue had left already.</p><p></p><p>I figured that after one or two traps, they'd decide they couldn't handle it and leave. But nooo...after a few darts and falling bricks, they licked their wounds and kept going. They heard scrabbling feet as the kobolds ran around in tunnels in the walls, and snickering each time they set off a trap, which seemed to make them even more determined. They couldn't open any of the locked metal doors to get at the kobolds, but it didn't seem to occur to them that this was an unbeatable roadblock to their plans. At one point a hole opened in the wall, and they could hear kobolds on the other side. One character stuck his masterwork longsword through, and a group of kobolds, awaiting this, grabbed it and yanked, tearing it out of his hand and through the hole. By this point, most of the secondary saves for the poisons were kicking in, and they decided to go with the better part of valour and get out of there.</p><p></p><p>So, to the amusement of the rest of the party, the two escaped the kobold lair, not having laid eyes on a single kobold, down about 20 points of Str and Dex between them, barely able to stand from the poison, and missing a masterwork longsword.</p></blockquote><p></p>
[QUOTE="Lonely Tylenol, post: 2750803, member: 18549"] Okay, here's my contribution: I was running a game for a bunch of players I didn't know very well, and they entered a dungeon that was essentially the ruins of an ancient high-magic-tech civilization. Lots of old 50s style control panels with lots of coloured buttons and gauges and stuff, but all related to magical tech. They were there performing a brief exploratory mission to recover some mcguffin for a patron. They entered, discovered the mcguffin without too much trouble, and then left, having explored the entire area except one small part of the complex that they discovered was the home of a group of kobolds. Now, two of the players decided that they needed to lay claim to all the treasure that these kobolds must be hoarding. The kobolds hadn't bothered them yet, but they decided to march in there and kill the lot of them for lots of phat loot and XPs. The party rogue had decided he didn't want to pick on a bunch of kobolds for no reason, and left along with the cleric and the psion. The two players left behind, a fighter and a ranger, were both dead set on raiding the kobold lair. If you know anything about kobolds, you know they like to set traps. They're very good at it, too. So their lair was peppered with falling-block traps, poison needle traps, acid spray traps, etc. Lots of low-CR traps that added up to a minefield. Again, the rogue had left already. I figured that after one or two traps, they'd decide they couldn't handle it and leave. But nooo...after a few darts and falling bricks, they licked their wounds and kept going. They heard scrabbling feet as the kobolds ran around in tunnels in the walls, and snickering each time they set off a trap, which seemed to make them even more determined. They couldn't open any of the locked metal doors to get at the kobolds, but it didn't seem to occur to them that this was an unbeatable roadblock to their plans. At one point a hole opened in the wall, and they could hear kobolds on the other side. One character stuck his masterwork longsword through, and a group of kobolds, awaiting this, grabbed it and yanked, tearing it out of his hand and through the hole. By this point, most of the secondary saves for the poisons were kicking in, and they decided to go with the better part of valour and get out of there. So, to the amusement of the rest of the party, the two escaped the kobold lair, not having laid eyes on a single kobold, down about 20 points of Str and Dex between them, barely able to stand from the poison, and missing a masterwork longsword. [/QUOTE]
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