There's some quite retarded NPC behaviour in the "rescue tieflings/gnomes" quests, set in the prison basement of Moonrise Tower. [Spoilers ahead.]
The gnomes are supposed to have a plan, along with the tieflings. While you distract/fight the guards, the gnomes are supposed to break down the back wall of their prison cell (for which you're supposed to give them a bludgeoning instrument - I had an old maul handy just for wall breaking purposes), then run two cells along around the back and break down the back wall of the cell the tieflings are in, and then the two lots of them are supposed to make a run for a boat parked in a waterway out behind the row of prison cell blocks.
Fine, sounds like a good plan. You're given an option to say, "Ready, let's do this," you click it, but then before you can fucking do anything, the wee bastards start breaking down their wall, which alerts the guards and gets the Warden to open the cell doors (which I suppose makes sense as the guards are alerted to the prisoners escaping, and they'll want to catch them).
What happened to the fucking plan of letting US distract the guards FIRST, and THEN you break out while the guards are occupied? You fucking retarded little cunts.
Anyway, the shitshow has begun, so you start a fight with the guards. While you're fighting, the gnomes eventually break their wall, and move round back to break down the tieflings' cell's wall. But now that the cell doors are open, the fucking special needs tieflings, instead of waiting for the gnomes to break their cell's wall so they can get out the back way, decide to dash (while you're in turn-based combat, mind you, so each of their dashes takes a chunk of turn-based time) out their opened prison cell door, and run out into the walkway, into the gnomes' cell to go out the hole the gnomes made, via the fucking middle of your fight.
OK, ok, that's kind of retarded but you can see the logic, you can handle this. And the gnomes see it too, as they stop trying to break down the tieflings' wall, and start making a run for the boat. So both lots are now running for the boat, even though the tieflings have decided to go against the plan and run the long way round, out their cell, out front and out to the back via the gnomes' cell with the open wall.
Meanwhile you're keeping the guards occupied and preventing them from killing any of the stupid tiefling escapees who are now laboriously dashing right through the clusterfuck of you and the guards. But eventually they make it out the back (while you're still fighting the guards).
Whew, you think, this might just go well, after all.
BUT THEN, instead of continuing to run to the boat, the fucking gnomes STOP running to the boat, DOUBLE BACK to their fucking cell BACK through the hole in the wall, BACK into their cell, and start exposing themselves to the clusterfuck as well (and meanwhile the tieflings area nearly at the boats).
It's all a bit rickety and uncertain, like there are separate "tracks" (conditional on various choices you can make, ofc) for the things to happen, and they're not quite meshing properly.