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Abandoned by Rogue
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<blockquote data-quote="Dirty Magurdy" data-source="post: 4916017" data-attributes="member: 84787"><p>Ok. I am DMing a 3.5 Scarred Lands campaign. My players' group is comprised of 12th and 13th level characters and there are a total of six of them - 13th level dwarven rogue, 13th level human bard, 13th level human sorceress, 13th level human fighter4/cleric9, 12th level dwarven fighter, 12th level halfling fighter4/rogue8.</p><p> </p><p>The group has discovered the location of a hidden cache of magic belonging to a powerful draconic race who once inhabited most of the continent they currently reside on (asaathi for those of you familiar with the setting). The group has been travelling on an underground river for 5 days, dealing with small waterfalls and various subterranean encounters, and dealing with some squabbling amongst the party that has been near boiling the last few sessions. </p><p>Now, they have reached the point in their journey where it's time to leave the river and find the close-by entrance to this long-forgotten cache. However, on the "front porch" of the dungeon the party's squabbles have re-surfaced and the group's rogue has decided he's finished travelling with the party as a party member. He's offered to draw up a contract and earn pay to negotiate traps in the dungeon, but as a mercenary and not as a full party member. He wants to be paid 50,000 gold to handle traps for the group, but will not take part in combat unless he's physically threatened. If he dies he's to be raised etc... He wrote up a pretty extensive contrac and the party, nearly to a man, rejected the offer.</p><p> </p><p>Now, all that's well and good, they're high enough level and have enough resources to handle the dungeon (even though it is pretty trap heavy and nasty) without their rogue; but what I'm seeking advice on is the character/player of the rogue. The player has publicly said that his rogue will leave the group and he'll take a time off of gaming and when the group finishes this dungeon-crawl he'll create a new character to join the group. I've no problem with that, my dilemma comes in his outlines for what he wants to do with his rogue while the group is in the dungeon crawl. He wants to basically camp/hide just outside the dungeon entrance and wait for the party to die or wait for other events that he might use to his advantage. </p><p> </p><p>The party may be in this dungeon for days, provided they find safe places to hole up and rest. He has sent me e-mails with a luandry list of things to do filled with possible scenarios and reactions such as "If X happens to party my character will do this..." The problem is he isn't physically at the session, so he can have his character in that advantageous position without having to deal with the dangers such as random encounters and traffic around the area he's in (or the possibility of being spotted by his party), or patrolls of monsters who dwell within this dungeon area. And if I mention something along the lines of you know, you sit outside of an active place like this you're going to hit some encounters, he responds that he'll be hidden. </p><p> </p><p>Initially I handled this by telling him that, your character quit the party so he's essentially out of the game, you've forfeited him, get to work on your new guy and I'll decide what's to be done with your old character. But he counters that his character might come back if the party decides to boot another party member out or if the party member he dislikes leaves (the fighter/cleric).</p><p>So basicly I have a rogue player staking out the party just outside of the dungeon, but because he's not at the game session his character's really not in any jeopardy. I'm looking for ways to deal with this. Have a few ideas but am hoping you guys might have some suggestions. I suppose just telling him that if his character is on-scene he needs to be present at the session might handle this. Let me know what you think. Thanks in advance for any help.</p></blockquote><p></p>
[QUOTE="Dirty Magurdy, post: 4916017, member: 84787"] Ok. I am DMing a 3.5 Scarred Lands campaign. My players' group is comprised of 12th and 13th level characters and there are a total of six of them - 13th level dwarven rogue, 13th level human bard, 13th level human sorceress, 13th level human fighter4/cleric9, 12th level dwarven fighter, 12th level halfling fighter4/rogue8. The group has discovered the location of a hidden cache of magic belonging to a powerful draconic race who once inhabited most of the continent they currently reside on (asaathi for those of you familiar with the setting). The group has been travelling on an underground river for 5 days, dealing with small waterfalls and various subterranean encounters, and dealing with some squabbling amongst the party that has been near boiling the last few sessions. Now, they have reached the point in their journey where it's time to leave the river and find the close-by entrance to this long-forgotten cache. However, on the "front porch" of the dungeon the party's squabbles have re-surfaced and the group's rogue has decided he's finished travelling with the party as a party member. He's offered to draw up a contract and earn pay to negotiate traps in the dungeon, but as a mercenary and not as a full party member. He wants to be paid 50,000 gold to handle traps for the group, but will not take part in combat unless he's physically threatened. If he dies he's to be raised etc... He wrote up a pretty extensive contrac and the party, nearly to a man, rejected the offer. Now, all that's well and good, they're high enough level and have enough resources to handle the dungeon (even though it is pretty trap heavy and nasty) without their rogue; but what I'm seeking advice on is the character/player of the rogue. The player has publicly said that his rogue will leave the group and he'll take a time off of gaming and when the group finishes this dungeon-crawl he'll create a new character to join the group. I've no problem with that, my dilemma comes in his outlines for what he wants to do with his rogue while the group is in the dungeon crawl. He wants to basically camp/hide just outside the dungeon entrance and wait for the party to die or wait for other events that he might use to his advantage. The party may be in this dungeon for days, provided they find safe places to hole up and rest. He has sent me e-mails with a luandry list of things to do filled with possible scenarios and reactions such as "If X happens to party my character will do this..." The problem is he isn't physically at the session, so he can have his character in that advantageous position without having to deal with the dangers such as random encounters and traffic around the area he's in (or the possibility of being spotted by his party), or patrolls of monsters who dwell within this dungeon area. And if I mention something along the lines of you know, you sit outside of an active place like this you're going to hit some encounters, he responds that he'll be hidden. Initially I handled this by telling him that, your character quit the party so he's essentially out of the game, you've forfeited him, get to work on your new guy and I'll decide what's to be done with your old character. But he counters that his character might come back if the party decides to boot another party member out or if the party member he dislikes leaves (the fighter/cleric). So basicly I have a rogue player staking out the party just outside of the dungeon, but because he's not at the game session his character's really not in any jeopardy. I'm looking for ways to deal with this. Have a few ideas but am hoping you guys might have some suggestions. I suppose just telling him that if his character is on-scene he needs to be present at the session might handle this. Let me know what you think. Thanks in advance for any help. [/QUOTE]
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