Crossing the way of the Mansion's inhabitants
After the description of the rooms of the Governor's Mansion, including their contents, and to give you, Friend Game Master, all the data needed to manage that chapter of the Scenario at your will, we now want to give you the main possible options to role-play the encounters with the various persons living on the Estate. It can well be that no encounter happens but it is so much more fun if a few anyway happen…
We give here only guidelines! We want to let as much as possible room for the role-playing and the improvisations of the ones and the others! Moreover, the reactions of the Non-Player Characters will for sure be very differentiated, depending on the circumstances of the encounter: between a « small » robbery in the plantation and the organised « removal » of the Governor's Treasure, the situation may develop in quite different ways! You've got here, Friend Game Master, total freedom to pilot the boat of your story!
The case of the Governor himself is also discussed in a broader way in the section regarding « Pirate Logistics », while one should not forget that he can as well have been informed by somebody else, especially one of the Characters discussed in the following lines, not only by chance or by his own means…
Gomez Garcia (or another Policeman)
Suddenly meeting Gomez Garcia or any of the seven Men of Chedham Police, on the Estate or in the Mansion, doesn't change much to the following business: thil will be som'tin' of a thrashin' and for sure a questioning in due form, twenty-four hours of police custody, etc.! Last, but by far not least, the Governor and the Parents of the culprits will be informed, which is the promise of another thrashing and related punishments, which we let you, Friend Game Master, manage with your mood of bad days…
The difference is that if one is caught « only » by a Policeman, the good-tempered man will proceed to the arrest and bring all involved kids to the Prison for the police custody before informing Gomez Garcia of the situation and herewith let the Governor be informed. After that, Gomez Garcia will overtake the further proceedings of the case.
One doubt rightly whether a single Policeman can manage a whole group of wild kids like that; aye! He can't! However, the island is small and each single boy or girl will generally be recognised, except by night in darkness for instance. Gomez Garcia will probably try to catch at least one of the group in the following order: the oldest one, Poerava or, in a last attempt, the closest to him. He'll even try to catch two of them if he can but doing better is impossible: that's plain, the other will, however, loose anything in waiting for their own punishment!
If Gomez Garcia in person witnesses the offence without being himself seen, he will let go and observe (though it implies a risk to be discovered himself); then, having sufficiently understood what's going on there, he'll go get assistance of Ruggero and Allemania, if possible, to organise the capture of the whole little group. In that case, the first questioning will probably be organised directly in the Governor's Mansion… moreover, very likely, with attendance of the master of the place himself!
Note that if Gomez Garcia already caught our Friends Young Pirates at the time of one of their meetings with Poerava, even if she wouldn't have spoken out a word of the project, he would have let one of his Men watch the activities of the group members and will have taken part himself in that job. In that case and if our young Crew doesn't take care more than that, it can be that Gomez Garcia be together with one or two Policemen to capture them.
So, then, what can be the follow-ups? Gomez Garcia is strict and has a strong « prison-watch » attitude and the Governor will for sure have sprung out of his hinges. They are aware, however, that they are facing children and a good deal of a thrashing will do, while requiring to return the stolen things if applicable (in that case comes also a better deal of a thrashing, aye!) and, above all, some explanations. And there comes the most important part of the business, of course: what will reveal the Crew Members of their plans once they've got a special cudgelling program not only on agenda but also on the buttocks, along with the menace to get complimentarily some more? One will have to have Got a Nerve! Aye, for sure! But it'll never be too damaging to be able to play with some finesse, here, to dodge suspicions and bring the questioning on wrong scents…
And if, by misfortune, the secrets of the Pirate Pact and the (re-) discovery of the Suzon, things could really take a bas turn: the Governor will require the Pact to be broken forever and Poerava herself could well « throw in the towel », at least with such a Crew Members, who « can't haul the winds in their scuppers ». She herself will never spit out a word about anything, so incredibly strong being her yearning for liberty…
The Governor
To summarise: ouch, ow! Aye, for sure or we'll be burnt! That said, the Governor is no better than Gomez Garcia or one of his Men able to capture the whole little group alone and he will react in the same way as Gomez Garcia, with the difference that he'll set a priority on catching Poerava if she's in the group taken in the act.
If the Governor is in position to go and get some support to catch the whole group, he'll try to do it, as well as Gomez Garcia would do, that is to say picking up Ruggero, Allemania and, if possible, Gomez Garcia or the Policeman on duty on the Estate; but since the latter is, a priori, not necessarily easily localisable, you can, Friend Game Master, manage that with a Dice, for instance deciding that the Governor gets him only on an even result.
In the general case, an encounter with the Governor is thus to be manged in a very similar way to an encounter with Gomez Garcia, except that the Governor will let the case be ruled directly at the Mansion, without going through the Prison step. There is, however, one case where things may happen differently and turn really bad…
If the Governor catches our friends Young Pirates (with or without Poerava anyway) in his Bedroom or his Treasure, even more if they are right stealing things like the Voodoo Compass or his Captain costumes… His furor strengthened by astonishment and by an extreme feeling of the intimacy of his past life being violated (A constant repression issue, which it would be interesting to study under other circumstances!), the Governor reacts then very violently, as follows:
- If that happens in his Bedroom, the Governor starts with a reprimand, then immediately shouts a call to « all the Personnel in the Mansion » and sends somebody to go and get Gomez Garcia and his Police before he closes the door of his Bedroom and locks it. He then orders while going away: « Allemania! Go out and watch the windows of my bedroom: none of those nasty kids may escape through the windows! » The follow-up is very similar to that, which already discussed.
- If that happens in the Treasure, his reaction is even more brutal; after a short moment of astonishment, he shouts in bewilderment out of wrath: « You'll never come alive out of here, you, little prats or I'll be hung! » then he goes back upstairs and locks the door of the secret passage. One can hear him making some business in his Bedroom, above, but the Governor won't warn anybody else and takes care of the punishment himself, as now follows, to keep his secret.
After a long moment, the Governor opens the door of the passage again and calls: « Poerava ! I now want you to come up back here one by one when I call… But for thy part, thou shall come last!
If the little group and / or Poerava obeys, a first Mate of the Crew shall thus go upstairs and get a mastery of a thrashing - pants off: the Governor also checks that nothing has been stolen - in the Governor's Bedroom, so that all can well hear what happens. After a relative silence – time for some questioning, speaking normally – another thrashing session will probably be applied as a first conclusion. While questioning, the Governor threatens he will - and alternately offers the promise he won't - inform the parents, in order to get more information, even if his true intention is to not talk to anybody about the event, fearing that it might lead to the disclosure of some of his secrets.
Finally, even if our friend Young Pirate tells no word about anything, the Governor, still using a half-threatening, half-conciliating tone takes out of a purse, which he carries on himself, a shining gold coin – Bearing on Heads the nicely cursively written word « Uno » and on Tails a skull on two crossed shinbones: it's a Goldowbollon, the Pirate Currency of Tortuga! – and says: « Keep secretly that beautiful coin on you, as a token of our common secret, and take care to keep silent about what you saw here… or beware the consequences!
However, if he knows that a Pirate Pact exists among our friendly Crew or if he happens to discover it from the questioning, the Governor will be very strict on the point and put conditions before offering the Goldowbollon: « Thou hast to break that non-sensical Pirate pact. It'll bring thee only bad things. Let that beautiful golden coin be the token of our new pact: no word about that, which you saw here, not a word about Piracy anymore and we can be good friends in the future. Otherwise… Beware the consequences! »
Now, one of your Players (otherwise Poerava if you wish to play the option) can well have the idea – se disant justement que dans la pénombre le Gouverneur n’a pu voir exactement tous ceux qui étaient là – to let one or two Members of the Crew hidden in the Governor's Treasure to be in position to search the room at will some time after that sequence is finished…
It goes on at any rate as we already discussed and, at last, the Governor calls Poerava. She of course earned a « special care course », that is to say a more intensive questioning and several hard thrashing « broadsides » but she won't let come a single word out. Hence, as a punishment, the Governor will summon Gomez Garcia to bring Poerava to and shut her up in the Lantern for a week with only a piece of bread and a water pot daily… But that is not heard by the other Crew Members!
Raffie
If Raffie is not already part « of the gang », meeting her can be very sudden and loud: it is surprising how such a little female Yellow Capuchin Monkey, the Governor's pet, can actually yell so loudly! And it is no easy thing to calm her down… Candies are maybe a good idea (You'd rather forget about meat!) but one needs to have some in reach… Quickly! Otherwise… A good idea is to leave the vicinity before the whole neighbourhood has gathered around!
Another way to meet Raffie can be, of course, while she is trying to steal something in the pockets of the Crew for she is a serial Kleptomane! The high-tuned screams are for sure the next step if one runs after her and tries to catch her.
However, familiarised and « trained » for precise tasks, if there is a « payment », Raffie can become very useful… (The option is described in two places of our story, which are of key importance… Are you still there?!)
One last note: even if Raffie became a good ally for one or two bigger businesses, there is rather only a few chances that Raffie becomes so familiar with our Young Pirates as to be ready to follow them in their adventure for, in her very heart of a monkey, she remains very fond, if not of the Governor himself, at least of the Estate and her living standard here. That said, up to you! After all, she's got such a personality that it is not granted that anybody wants to take her with on Board! (Other details about her are attached to her Character's Sheet and are worth at least a short diagonal look.)
Ruggero and / or Irma
Irma comes from Nice Borrough and she married Ruggero shortly after his arrival here, with the Governor. Both of them are already relatively mature, about in their fourties, and had no child. Irma got married a first type to a Chedham guy who then left her for another. Thus, they haven't much or anymore ties in Chedham and other parts of the island, and they are not trying to make new ones either…
Ruggero, as well as Irma, hasn't got the temper of Allemania, nor has he the prerogatives of Gomez Garcia or the Governor and there is much to bet that our Young Pirate can easily escape in case of an encounter with one of them two. Moreover, unlike the other mentioned inhabitants of the Mansion, Irma and Ruggero usually stay in their own cabin isolated and thus do not know well the people of Chedham, not even talking of the other parts of the island. Hence, there is a good chance that they won't recognise all of our Friends (on a result of sixteen to twenty on a rolled Dice for each).
Encounters with Ruggero are more likely on the Governor's Estate; with Irma, quite logically, rather inside the Mansion. In case it happens, Ruggero reacts for sure with temper and runs after the intruders while yelling enough to alert others, such as the man on watch and / or Allemania and / or the Governor, etc. – frighten and expell them out of the Estate. He runs after them of course also if they try to escape inside the Mansion but he doesn't try to catch them at any rate. If he catches one of them, he'll go for a thrashing before expelling the intruder out of the Estate, while moaning and groaning all that which he can.
In a similar way, the great danger in crossing the way of Irma or being seen by her lies in that, that she starts immediately with a yell to alert the other persons being in the Mansion and / or on the Estate, depending on the exact place of the encounter…
In all cases, Irma, as well as Ruggero, will make a report to Gomez Garcia or the Governor as soon as they will be in position to but our friends Young Pirates will probably be far away by that time… And not all will have been identified…
Allemania
Even if it is not obvious at first glance - on the contrary! – Allemania is actually a good girl, without particular ties to Yellow Lizard's Island. She is of strong build and throws knives zebrally han'som'ly, which makes her an excellent… candidate to Piracy! Now, how will things go in case one meets her (or rather the other way around) while one is actively searching the Governor's Mansion from the Cellar to the Attic?
Or even worse: robbing her knives! In that particular case, her reaction is lively, even very lively! And she doesn't want to know what nor how, the best idea is to get away as fast as possible for those who are caught will be taken straight away to the Governor for a « fair and terrible » punishment! It goes (almost) without saying that she won't use her knives against children (even our terrible little prats).
Allemania's attitude is thus a priori hostile, especially in the above mentioned worsening case… A clever way to come to her could be to talk to her while she is at the market, on neutral grounds. The best approach would be to offer her a beautiful knife, such as the one to be found in the Captains Cabin Aboard the Suzon… since it is one of her favourite knives! The Governor took it from her as a punishment for whoever knows what and he finally forgot it Aboard after leaving the Suzon in her last port in Convict's Creek…
If one thus manages to get more familiar with her and to win her trust, Allemania could well be brought to tell a bit more about her story (and the origins of her knife collection)… And there could be the catcher which could lead up to her allying with our Young Friends and her setting sail (anew) for the thousand seas of the Known World. Beware, however, that Germany will ever remain sufficiently faithful to the Governor to firmly oppose the idea to kidnap Elorria, as well as the robbery of artifacts without any direct use to depart and sail the Suzon (The Governor's Tobaggo for instance). At last, she is quite opposed to anything having, even only seemingly, a link to Voodoo and she doesn't want to have any business with the Swamp's Witch.
That's all what we can and want to discuss about Allemania. A few additional details are given with her Character's Sheet but we let you, here too, Friend Game Master, free to imagine more options according to the more or less contorsionate ideas which will for sure come to your Players' minds!
Elorria
Elorria is, let us state it right from start, very fond of her father, the Governor, and of Poerava… And so are both of her too! Let us also not forget that she kind of quite well can live with the sort of timorous isolation, which her father maintains to protect her (no one knows exactly from what)… And that, despite Poerava's having a totally opposite attitude in that respect.
There are hereto two straight consequences: first, Elorria would only follow the little Crew when put under some kind of pressure (and still after would have problems to recover from it); next, Poerava – and possibly some of our Friends, the Players – could come to the idea of kidnapping Elorria. That would be a quite short-sighted approach for Elorria would never come to accept it and her confidence in Poerava could well be destructed for good as a result. However, Poerava is still young and possibly does not perceive things in that way, while she may have already started to develop that dark side which haunts her lineage… But let us not discuss that precise point deeper now and leave it up to you to let the Scenario develops in a way or another regarding the subject of Elorria. Most important in that respect is that you decide upon that, which you want to make out of Elorria's Character in the follow-up, as well as how fast you intend to unveil hidden aspects of Poerava to your Players, especially in the case where the Witch of the Swamp already revealed that, which she « saw » when Poerava's Medallion fell accidentally (or not?) in her sight…
At any rate, if Elorria sees our young Crew search the Governor's Estate or, worse, his Mansion, she reacts in a very straight manner:
- If Poerava is there too, Elorria shows up and ask, with temper in her voice, for what's going on here; then, she wants to know everything, while threatening to reveal all to the Governor and to Gomez Garcia;
- If Poerava is not there, Elorria is rather scared and she tries to leave the scene to inform the Governor and / or Gomez Garcia. If she is seen and then caught, despite her being really frightened, she faces her opponents and reacts in the same way as in the previous point.
It goes without saying that Elorria is totally opposed to the idea of leaving the island just like that, as well as, at first, to Poerava's plans. She will negociate her silence (in the case when she would not have escaped anyway) with the condition that Poerava renounces going on with her project. That which the other Crew Members can do is of very little interest to her.
You could, Friend Game Master, add a rather unexpected parameter to solve that potentially inextricalble situation: one of your Players could have a handsome seducer as a Character (or even better if one of the Players' Characters gets a crush on the Governor's Daughter at first sight) and Elorria feels charmed… The « negociation » could well take quite another turn! Elorria could even reach the point to accept to leave with the remaining of the Crew… But here too, beware the long-term consequences!
Whatever it becomes, Elorria will in no case and under no circumstance come to herself rob things from her father. In the best case, she'll remain silent about that, which happens, by the way, as far as possible from her sight.
That should already make for quite a few ways to play Elorria's Character, so let us stop here for now.