I used to play with this kid who I’ll call Jon, because that’s his real name, and if he somehow finds this post, he’s going to know I’m talking about him anyway, so why fuck around?
Jon’s problem was pretty simple: he never saw a problem that he couldn’t use violence to solve, and he never really paid attention to what other players were doing, so he’d often act in ways that spectacularly sabotaged what they were trying to do.
Case in point: I was running a bunch of players through an adventure in the Dark Matter setting for the Alternity system - essentially, an X-Files kind of set-up.
The players have a strange artifact from a mysterious civilization that they need identified. The artifact defies rational scientific explanation, but there’s a fringey scientist, largely discredited by the mainstream scientific establishment, who specializes in artifacts from this supposed civilization. As it happens, there’s a New Age expo going on in town at the time, and the psychic has a tent there. The party goes to the expo, and finds the guy. This is purely a “research” encounter: they party isn’t expected to fight, the guy is completely honest with them, and eager to help them out. It’s basically a way to dump some exposition on the party, and get them pointed at the next part of the module.
So, four of the party members walk in and start talking to the guy.
Jon says, “I’ll sneak around the back of the tent.”
:dubious: “Okay…”
The party continues talking to the helpful and knowledgeable NPC.
Jon: “I take out my knife and make a cut in the back of the tent, big enough to crawl through.”
“Um… alright. Make a stealth check. You succeed? Okay, you sneak into the tent unobserved.”
The rest of the party keeps talking to the guy. They’re just about to find out the big secret they need to continue on the adventure, when Jon’s master plan is finally put into effect:
"I grab the guy from behind, put my knife to his throat, and growl, “Tell us what we want to know, or I’ll slit your throat!”
Naturally, the guy freaks out and screams his head off. The rest of the party immediately swings into action, and beats Jon’s character unconscious. The police show up, and they disavow any knowledge of this clearly unbalanced vagrant who attacked this poor gentleman for no reason, and wasn’t it fortunate that they happened to be there to save his life?
The NPC certainly thought so, and gave them some valuable magic trinkets related to the ancient civilization that he had collected during his studies. Jon’s character is carted off to the pokey for the night. He’s released on bail the next day. The judge sets the bail at, “How much money is written on your character sheet?” I got some good mileage over the next couple of sessions, by making Jon have to beg money off the rest of the party for pretty much everything he wanted his character to do.
More recently, I’ve been running campaigns set in the Pathfinder setting, a 3rd edition, third party D&D variant that was released when the official D&D game converted to the 4th edition. Last year, I ran through the Second Darkness campaign, which concerns a plot by a drow priestess to drop an asteroid onto the elven capital, an act that, incidentally, will probably also kill off about 70% of all life on the surface of the planet.
About halfway through the campaign, the party has to infiltrate a drow city to find more information about the priestess, the ritual she’s using to draw down an asteroid, and most importantly, where the hell she is so they can put a stop to the spell.
They find out that the noble house ruled by this particular drow priestess has abandoned the city, shuttering its estates, and decampin en masse to wherever the ritual is being conducted. Naturally enough, the party decides that they need to explore this abandoned estate for the information they need.
Except, they don’t. The module doesn’t cover the abandoned estate at all - all the action takes place in a different drow noble house altogether, one run by a rival who’s more interested in sabotaging her enemy’s schemes then destroying the surface elves, and who ends up as a very uneasy ally to the party. I don’t have anything planned for the abandoned estate at all, and the party wants to go there right now.
So, okay, I just need to make the place as obviously dangerous as possible, so they get the message that this place is too dangerous for them, and they need to go after one of the actual adventure hooks I’d been dangling in front of them. The courtyard is patrolled by four iron golems - one iron golem is more than a match for the party at this point. One of the PCs is a barbarian, though, and iron golems are slow by nature, so he starts leading the golems on a merry chase around the courtyard. While the rest of the party tries to find some stealthy manner of entry. Which, of course, does not exist. The door to the stables is trapped by a fireball trap, which the party learns the hard way. The trap automatically resets after being triggered, which they also learn the hard way. And that’s just an empty outbuilding: the front gate to the estate is so heavily wrapped with malicious enchantments that the party mage can’t even identify everything that’s woven into it. There’s a large pile of drow corpses in front of it to testify to the danger of the doorway: dozens of them, in various states of decay, from all the expeditions sent by the other drow houses to try to find some way into the estate.
The rest of the party, badly singed from their experience with the stable, get the hint, and start retreating out of the compound. But not the barbarian! With all but one of the party having retreated off the map, he makes a run for the pile of corpses. With a quartet of iron golems in close pursuit, he stands about twenty feet away from the enormous, explicitly trapped doors, that have clearly killed dozens of people on several different occasions, and throws the corpse at the doors.
He later explained that he thought that he could safely trigger the (ninth level spell) traps on the doors by throwing a corpse at them, and then just open the door. Never mind that the trap they found on the stables had about three times that range, and automatically reset. Obviously, the traps on the main doors are going to be less effective than that, right?
His one stroke of luck was that the prismatic spray that hit him simply banished him from this plane of existence, rather than, say, disintegrating him. His character eventually found his way back to the party, but in the meantime, I made him play one of the NPCs for a couple of sessions.
Last week, in my current campaign, one of the players was a little casual with a scroll of sunburst, and accidentally blinded half the party. This wasn’t actually that bad of a move: they were fighting vampires, the existence of whom had been heavily foreshadowed, and so he had prepared two castings of Remove Blindness, expecting exactly this circumstance. Unfortunately, he blinded three PCs, so one of the party members spent the entire combat hiding under a table. This party member, incidentally, was an evil-aligned tiefling sorceress.
After the party left the dungeon, the tiefling lured the cleric back to her hotel room, where she bound, mutilated, and ultimately killed the cleric, then carved up her corpse and sold her for stew meat. Which is about where the adventure ended for the day.
Next session is this Sunday. I can not wait to see what happens next!