Well, I'm having a bit of a plot problem and I thought you guys might be able to help me out.
Here's the setup:
This is a campaign that just started, it's set in the Forgotten Realms, in the semi-ruined city of Phlan. There are a total of 5 players, 2 of which are co-DM's (I'm one of the co-DM's and likely to be the "main" one).
The party consists of the following:
a moonelven boy contortionist/acrobat who works for a travelling troupe of entertainers;
a female human bard/sage with a mysterious past;
a cleric of Illmater on a quest for self-salvation from his past;
a dour moonelven mercenary;
and a centaur who's tribe was recently captured by slavers. He was drugged and shipped to Phlan, where he's being held by an evil merchant-lord.
The game began with the travelling troupe stopping in Phlan to entertain a powerful merchant that has taken up residence in part of the ruins of Phlan. Tthe merchant has a deal with the town council to restore that neighborhood if he's given free land and some tax exemptions. As the troupe makes it way throuth the ruins the boy spots the bard and the cleric searching through the remains of an old bookshop. The bard seeks books on magic, the cleric wants to restore the old temple of Illmater and is trying to get details on what it used to look like.
Anyway, the troupe gets to the rebuilt mansion where the powerful merchant is staying at. Halfway through the performance, the merchant-lords calls it to a halt and asks the leader of the troupe why he hass failed him in their covert work (an obvious reference to some previous illegal work the boy knows nothing of). The merchant orders his guards to kill the troupe, but in the confusion the boy escapes out of a sunroof on the ceiling. Unfortunately the sloped roof is slick due to recent rains and he looses his footing. He lands severely wounded in front of the stables where the centaur is being held. The two make their way into the street and attempt to flee, but it's nearly impossible since it's crawling with guards.
The two escapees head into the ruins where they come across the cleric and bard. As the guards gather around the ruined block, the group hides out in the buildings. The cleric heals the boy and makes sure the centaur isn't hurt. The centaur clearly doesn't trust the two humans and seems ready to kill them at any moment.
Several guards are sent in to kill the group, who now think the cleric and the bard are in league with the escapees. One of the guards, a moonelven mercenary who is appalled at orders to kill his own race, joins the party. The small group of guards is fought off, but the larger group has now left no clear exits out of the ruins.
Luckily, the group finds the old sewer system beneath the ruins they are in and escape into the grassfields nearby.
Here is my problem... the player of the centaur thinks that his character would simply run off, leaving the party behind. He thinks he wouldn't trust humans (who have been the source of his waking nightmare) and barely trusts elves.
I'm not sure how I should handle this, I'm kind of stuck
Any advice guys? Any help would be greatly appreciated. Thanks!
-Arravis
Here's the setup:
This is a campaign that just started, it's set in the Forgotten Realms, in the semi-ruined city of Phlan. There are a total of 5 players, 2 of which are co-DM's (I'm one of the co-DM's and likely to be the "main" one).
The party consists of the following:
a moonelven boy contortionist/acrobat who works for a travelling troupe of entertainers;
a female human bard/sage with a mysterious past;
a cleric of Illmater on a quest for self-salvation from his past;
a dour moonelven mercenary;
and a centaur who's tribe was recently captured by slavers. He was drugged and shipped to Phlan, where he's being held by an evil merchant-lord.
The game began with the travelling troupe stopping in Phlan to entertain a powerful merchant that has taken up residence in part of the ruins of Phlan. Tthe merchant has a deal with the town council to restore that neighborhood if he's given free land and some tax exemptions. As the troupe makes it way throuth the ruins the boy spots the bard and the cleric searching through the remains of an old bookshop. The bard seeks books on magic, the cleric wants to restore the old temple of Illmater and is trying to get details on what it used to look like.
Anyway, the troupe gets to the rebuilt mansion where the powerful merchant is staying at. Halfway through the performance, the merchant-lords calls it to a halt and asks the leader of the troupe why he hass failed him in their covert work (an obvious reference to some previous illegal work the boy knows nothing of). The merchant orders his guards to kill the troupe, but in the confusion the boy escapes out of a sunroof on the ceiling. Unfortunately the sloped roof is slick due to recent rains and he looses his footing. He lands severely wounded in front of the stables where the centaur is being held. The two make their way into the street and attempt to flee, but it's nearly impossible since it's crawling with guards.
The two escapees head into the ruins where they come across the cleric and bard. As the guards gather around the ruined block, the group hides out in the buildings. The cleric heals the boy and makes sure the centaur isn't hurt. The centaur clearly doesn't trust the two humans and seems ready to kill them at any moment.
Several guards are sent in to kill the group, who now think the cleric and the bard are in league with the escapees. One of the guards, a moonelven mercenary who is appalled at orders to kill his own race, joins the party. The small group of guards is fought off, but the larger group has now left no clear exits out of the ruins.
Luckily, the group finds the old sewer system beneath the ruins they are in and escape into the grassfields nearby.
Here is my problem... the player of the centaur thinks that his character would simply run off, leaving the party behind. He thinks he wouldn't trust humans (who have been the source of his waking nightmare) and barely trusts elves.
I'm not sure how I should handle this, I'm kind of stuck

-Arravis