Well, that about does it for the first installment.. if you're interested in some behind the scenes stuff about Isle of Pirates, keep on reading. If not, then you might want to skip it
=======REVERSE SPOILERS!=============
+The Bethesda
I'm sure everyone remembers the reason behind the name, which I thought was clever and still stand by. >.> The Bethesda section is my take on a tutorial mission. It was intended to give people a chance to test out their combat skills in (relative) safety, shooting and diplomacy, lockpicking (though it wasn't used, that could have gotten the bridge door open) and ship exploration. It was also meant to be a primer in different ship compartments and their functions. It also introduced some plot threads that could be picked up later on (Viktor and his rescuer) the the crew chooses. Here's the notes I had on the crew (most of whom are dead by the time the players get to do anything: (Along with notes for Kenneth, since he was part of the crew to begin with)
Captain: Cpt. Roszdale "Roz" (Not sure of his first name)
Pilot: James "Jim" McCallen (Sort of a grouch)
Mechanic: Richard Rosby (Friendly, likes to play cards)
Mechanic: Megan Zimmel (Mostly stays in her engine compartments. Doesn't seem to like Kenneth very much.)
Ship's Gunner: Quentin Gracie (Seems nice, likes to pal around with the guards since they share a deck.)
4 Guards:
Raleigh "Rollie" Macready (mostly a jerk, likes to make fun of Kenneth. He's the one he hit with a pan.)
James Timmel (Never says much. Sometimes makes Kenneth nervous by staring.)
Declan Froderic (Friendly and polite, always compliments Kenneth on his cooking. One of his hands is missing some fingers.)
Willis Clancy: (Bad tempered, likes to try and wheedle people out of their rum rations and anything else he thinks he can.)
For those interested, James Timmel was the one that popped out of the locker to ambush Heloise. Quentin was the one in the cannon compartment. There was a possibility for the crew to actually recruit him for the rest of the adventure, but that uh.. Didn't happen.
There was a time limit for recovering control of Bethesda; eventually it would spin on down into the water, but the players have a pretty long grace period to get everything working again, I had it set to 20 rounds.
+The Island
It's slightly disingenuous, but you would have pretty much ended up on the island no matter what you did. (I'm sure people guessed at that, given the name of the damned module) the only really big variable was what condition Bethesda would be in when you got there. It's possible for you to have lost her in the drink (and swum to the island) or crashed her too badly to be flyable again afterwards. The original plan called for just such a crash, but in the end I decided to leave her working to give the crew some flexibility. The low fuel seemed to be an adequate limitation.
So.. the basic purpose of the island (and the module as a whole in fact) was basically to get the players a ship. From my original plan there were 4.5 main possible outcomes, and a bunch of different ways to arrive at any given one.
ENDING A: The best and most difficult to achieve, the players leave with Lucifer.
ENDING B: More difficult, but not as tough as A. By going along with Emi's plan, the players earn Stormchild. (Yes she would have given it to you)
ENDING C: Players take the safest course, dry out some fuel for Bethesda and fly her on, keeping Bethesda as their prize. Not the greatest ship in the world but better than a kick in the nuts.
GODDAMNIT: Players somehow fail badly enough and have to ride the trader's ship back to the mainland.
OH SHIT: If the players hang around the island long enough (I had 10 days as the cap) a Concord ship would start poking around the island looking for Bethesda, and generally making life hard for everyone. (Emi would bug out at this point, though)
Basically the plot was supposed to go thusly: The players could bump into either Max or Emi first. (though it was more likely they'd run into Emi) If they wound up with Max, he would explain what Emi was up to and spill the story of Lucifer. He'd tell the players he didn't want her to get it, but he didn't want her hurt, either. If questioned about the location of his key, he'd let them know where it was, but not do anything to help them get it, considering befriending the islanders by themselves a worthy test of the player's character, if they were crazy enough to try for both halves of the key. (Somehow not realizing that Emi might put them up to getting both halves of the key for her. Minor plot hole here, but maybe he just underestimates his daughter's craftiness...) Mostly he'd suggest they just get off the island while they still can.
Emi of course wants to use the players to discover the location of the key, or steal it from Max, and will offer Stormchild as a trade for the key.
-And now a word about Emillianna Savage.-
Pretty much the direction of the entire module was altered by the Beach Incident. Emillianna (who has one of my favorite names) was supposed to come off as eccentric, reckless and a little crazy, but overall pretty reasonable and someone the players wouldn't be too averse to making a deal with.. This of course changed when people started taking pot shots at her crew as they were on their way to a meet and greet. Emi being Emi, didn't like this at all, and so her bloodthirstier side came out on the first meeting. What made me laugh though for the rest of the mod was everyone going 'oh she rolled up and shot at us! She's evil and mean!' conveniently ignoring the fact that it was in response to 2 of her crew getting ambushed for literally no reason. >.>
Anyway, I think this all changed the way the players interacted with her, especially after running into Max, who comparatively seems like the soul of mercy and wisdom. (and boy is he ever not, though he's trying real hard these days).
Anyway, the moral choice was supposed to be a little bit harder between Max and Emi. Specifically the temptation that since Max tells you where to get his key, you can just take it and score a free ship (Stormchild) simply by breaking your word to him (and possibly not even that) This option looked less attractive because none of you were willing to trust Emi. (given the circumstances, it's amazing she trusted you) The other option of course is to double-cross Emi, take her key and then take Lucifer yourself. Or ambush her after she has the door open, or whatever plan the players came up with. in any case is was supposed to be a pretty hard fight if the players chose to undertake it. That's how I EXPECTED things to turn out. Either the players would score Stormchild and be content with that, or try and go for Lucifer. If you wound up killing Emi you'd have to deal with an angry Max. And vice versa.
Instead you all found (intentionally or not) a way to get rid of Emi, which changed the entire game, more or less. And sort of short-circuited it. Suddenly you had one-half the key, but also a deadline, since Emi was sure to return at some point. (you had about another day).
And here's the crew of the Stormchild: (Cliffs notes' version)
===================================================
**Emilliana 'Shipbreaker' Savage - Captain and K19 Enthusiast
25, Daughter of Maximillian Savage, though she's been on her own since she left his island at age twenty. She has a rather plain face, usually covered by Sandy-colored, often tangled blonde hair that spills out over her face from underneath her omnipresent Captain's hat. Her right eye is covered by an eyepatch, the result of a wound she took midway through her pirating career. (As revenge she took the eye of the person who took hers, and keeps it in a sealed of vial full of yellow liquid in her pocket.) She sometimes talks in a low, gravelly rasp which is actually more affectation that her actual voice. She drops it whenever she decides doesn't feel like talking that way. She has a raucous, unrestrained laugh that can at times be startlingly loud, perhaps exaggerated by the fact that Emillianna tends to laugh at things that other people don't.
[Toughness: 20][Com Tac: 10][Airship tac: 10] [Swash: 15][Musketry: 15][Leadership: 10][Repair: 10][Intimidate: 10]
GEAR:: Emillianna's Heavy Coat [+10 Toughness][+2 Storage][Cost: 135][Rarity: 50][Size: 5]
-
-
**Rhenna Butler - First mate and Swordswoman
27, Ellianna's second in command, she is of average height but has a muscular build, with shoulder length brown hair. She is generally fairly quiet, though her voice is more than loud enough on the occasions where she has to give orders. She is armed with two cutlasses and is well schooled in their use. She favors simple clothing, but seems to like keeping her midriff and arms exposed, the better to show off her physique. By most times she is a stoic, but now and again she does exhibit a small, catty smile.
[Toughness: 10][Agility: 10][Com Tac: 10][Swashbuckling: 30][Airship Tactics: 5][Leadership: 10][Stealth: 15]
GEAR:: 2x Steel Cutlass (+10)(+10)
-
Allan Digby - Head mechanic
34, A sour-faced, slightly overweight man with thinning, light brown hair. Something of a social recluse, he much prefers the company of his engines and machines to that of other people. He rarely emerges from his engineering compartments, and does so only grudgingly.
-
*Michale "Mick" Neilsen - Mechanic
26, A blonde haired, slim man with thin, foxlike facial features. He speaks with a light germanic accent and tends to be as fastidious as he can given his environs. He puts up with Allan's curtness and rudeness because he knows has a lot to learn from the man. He is attentive and a good mechanice, but prone to bouts of excess pride, and will openly question or counter anyone who say anything he disagrees with, though he has learned better than to try this with the Captain.
-
*Kennedy "Kenny" McGrace -Pilot
25, Kennedy McGrace looks a good deal younger than he is, with a round, boyish face. He has wild, shoulder-length blonde hair that is always seeming to get into his eyes or face, though this never seems to trouble him when he's flying. He is wiry and quick in motion, and seemingly he never spends more than a few moments doing anything. Likewise his attention can wander from time to time. In spite of all this, he is a remarkably competent pilot.
-
*Rick Soren - Gunner and pilot
16, Half-Brother to Oliver Soren on his father's side. Close-cropped brown hair above an acne-carred face. Need glasses to correct mild nearsightendess.. He's not a very accomplished gunner, but rather mostly serves as a backup pilot, which he roundly prefers over shooting. Generally shy and twitchy around strangers or anyone. Dislikes what he sees as being coddled by his brother, though he likes Oliver well enough. He just wishes he wouldn't meddle so much in his affairs or try to bring him up in his own image.
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*Mae Tilwright - Gunner and Mechanic
42, A plump woman with short brown hair and a grandmotherly demeanor that belies her aptitude with a cannon, and her past as a royal Victorianan naval gunner. Her large frame carries a considerable amount of both weight and strength. She had a fondness for pipes and cigars and will usually have one or the other hanging out of her mouth at any given moment. Despite her friendly demeanor she has little patience for anyone slow to learn or not paying attention.
-
*Marcus Islip - Gunner and Rifleman
34, Marcus is tall and hardy, with a clean-shaven head. His face, shoulders, and chest are pockmarked by a constellation of small scars, the product of a long-ago cannon misfire. Marcus himself is rather blunt in speech, but seems good natured enough most of the time, and enjoys a good laugh and a food drink.
-
*Grant Tomlin - Rousty and Swordsman
29, A thin-faced man with long straight black hair, swept back and kept in a tight ponytail at the back of his head. Built like a scarecrow, he is not particularly strong, but noticeably very fast. He is adept with a sword, as he is only too happy to demonstrate at nearly every opportunity. His fingers constantly toy with a small throwing blade he's taught himself to juggle in one hand and twist around his fingers. He stutters noticeably, the condition growing worse when he's tired or worried. He becomes hostile very quickly towards anyone remarking on his speech impediment. He has a prison brand across the back of his right hand that he will occasiobally rub with this thumb.
-
*Oliver Soren -Rousty and Rifleman
(22, Half-Brother to Rick Soren on his father's side. Light, thin blonde hair and a light face the sunburns easily. Always tries to look out for his younger brother (who tends to resent it) and arranged for him to come along with the crew by convincing Emilliana to let him aboard after the previous gunner lost an eye in a bar fight. Emi and he are on good terms and he has almost but not quite talked his way into her bunk once or twice. Tends to talk like he's reckless, but takes himself and his job very seriously.
-
*Stefan Rackman - Rousty and Rifleman
(46, An old army veteran, scar-faced and never seen without his lucky hat, a battered and ancient cap with a bent bill. Says little but looks at the world with the eyes of a cynic. Has a foul mouth and tends not to get along well with the crew. He has a special disdain for Rick Soren and will pick on him whenever he gets the chance and Oliver isn't around. Enjoys hurting people, and knows he does. His vicious attitude tends to be met with approval by Emillianna and it's not uncommon for her to actually spur him on.
-
+The Islanders
The islander section was meant to take a while longer, and would have involved three individual challenges. But the ticking clock meant things needed to proceed a little quicker, (and Max, Kima and Ki-Rav knew this) so it got truncated into one. The crocodile in the crater event I basically made up on the spot, but I though it tuned out rather well (though the battle ended a little quickly..) Also, the meeting with Kima was invented to make initial acclimation a little easier. Initially the crew would have been required to make contact themselves. As the Islander sections were intended to be sort of the middle-point of the module having them done last and in the manner that was necessary was probably something of an anticlimax after the fight with Emi, but ah well. To there was more to do with the islanders than was revealed in the end, but perhaps these things can come out later on, so I'll keep mum about them. But anyway, here they all are, in Cliffs notes form. Some of them had plot significance, but others were in place in case the players decided to assault the village.
You may notice that some of the islanders differ in characterization from their original writeups. In some cases I needed to make adjustments so the story would work, and in others I simply forgot certain things because I was a bit flustered with trying to ...get the story to work.
:::::Leadership::::
**Ki-rav
42, The chief of the tribe. Has a stern, impassive visage, though his eyes show the emotions that the rest of his face doesn't. He is quite strong for his age, though one of his hands cannot be opened due to a birth defect. He keeps it hidden inside a woven bag on most occasions. Speaks a little English. He is wise and fair, but believes that the moon people have no right to be on his island until they earn a place there.
-
**Mara-ke
38, Mystic. Looks considerably younger than her years. Has dark eyes which she further darkens with soot when she's performing her duties as mystic. Speaks and moves slowly and with great consideration to all words and deeds. Is rarely startled, by anything.
-
*Kima-ek
24, Novice mystic and apprentice to Mara-ke. Seems to emulate her in all aspects, so in many senses she seems just like a miniature, younger version of Mara-ke. Speaks decent english that she learned from Maximillian, and is used often used as a translator.
-
**Jura-Vi
26, war leader. A massive and powerfully built warrior. Enjoys fighting and other sports, and will rarely kill an opponent unless it's required. A shrewd fighter with natural charisma. Speaks very basic english. Carries the sign of the skull.
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*Eva-na
38, Wife of Ki-rav. A very thin but pleasant woman. Has no actual duties, but being the wife of the chief make her notable, and she does have the chief's ear in many things.
=
:::Warriors:::
=
Noor-ka
24, killed and dismembered by Emillianna and the crew of the Stormchild. Carried the sign of the Hawk
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Riv-ana
18, killed by Emillianna and the crew of the Stormchild. Carried the sign of the Hare.
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Vek-rav
21, A small but very quick fighter, skilled with the bow. Carries the sign of the Eel.
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Ev-se
26, A medium-built warrior known (unofficially) for his laziness. Still a fair hand with an axe, however. Carries the sign of the Crab.
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Vuka-ek
18, Large for his age and exceptionally tough, skilled with both axe and bow. He secretly stole a rifle from the Stormchild's stores and has been learning it's use. Carries the sign of the Seal.
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Vima-ke
17, A sharp shot with a bow, despite his young age. Is an albino, which makes him an oddity among the tribe, but being a relative of the tribe Mystic offers him some protection. Often goes fully covered to avoid sunburn. Has red eyes. Carries the sign of the Snake.
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Gora-Vi
19, Primarily an axeman but skilled with the bow as well. Tends to react aggressively towards others and is known for being impulsive and quick to anger. Carries the sign of the Otter.
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Kav-era
17, An axe user, curious about the moon people and their strange equipment, though he tries to hide it. Carries the sign of the Sea Urchin.
(Kav-Era, as you may have guessed, was the guy who showed up on the beach near Bethesda the night of the meeting at Stormchild. I've very glad nobody decided to shoot at him. -_-)
-
Villagers:
20-30 Additional villagers, 5-10 children.
=======================================
So yep.. and there you have it, basically. It was fun seeing how you all reacted to the setup, and seeing how things wound up turning out different than I expected (which I don't mind at all, it's part of the fun when things go off script.
) I really liked the fight between the two crews too. It was... unexpected, and made for a good climax, even though it happened closer to the middle.