Yes, I tried the story and found the same problem. Going straight to sea hangs the game, going via ship deck works, but neither Bonnie nor Blaze show up. Try this version of "quests_reaction.c". Instead of "Martinica_Debriefing" triggering when you go to sea, it triggers when you hit the locator where you would normally board the ship. I used the same method for a similar scene in "Ardent" - you teleport to the ship's cabin for a final briefing for a mission. (Still to do: change the locator and location depending on whether you're moored at the port or at the beach. The teleport to the pier will also need to account for this.) The reason Bonnie and Blaze don't show up is because they've been restored as officers when you teleport to the pier, and officers don't always show up even if you try to place them on locators. So the first thing that happens in this version of "Martinica_Debriefing" is that they're removed as officers again. Bonnie talks to you, tells Blaze to hand you his part of the map, he doesn't, then the quest ends.
So far I've ignored the jumpstart, played from the beginning, got as far as finding Blaze and then went to Martinica, where I remained as Beatrice and did the book hunt. That could really do with a questbook! If you don't pay close attention to what is said in each dialog, or if you forget it for any reason, you're stuck. Also, there is no entry for "jauri_note" in your "ItemsDescribe.txt", which means it shows up in your inventory as "itmname_jauri_note". (And I recognise Silvia Haraldo! In "Ardent", she's Valerie Downing. It took me some effort to copy, paste and resize various bits of the texture from AoP's "Lady_1" onto a variant of "towngirl5", so it's good to see the model getting some more use in another story. )
Another thought - perhaps move the reload definition for "Door_4", alias "Storyteller_house", out of "Redmond.c" and into "StartStoryline.c"? That's how I set up the reload for "Door_14", alias "House of Gilbert Downing". It means the location is free for anyone else to use in a different storyline - including you, if you want! That one is the house next to the dungeon in Port Royale, and the fact that the dungeon is next door is used for part of the story.
So far I've ignored the jumpstart, played from the beginning, got as far as finding Blaze and then went to Martinica, where I remained as Beatrice and did the book hunt. That could really do with a questbook! If you don't pay close attention to what is said in each dialog, or if you forget it for any reason, you're stuck. Also, there is no entry for "jauri_note" in your "ItemsDescribe.txt", which means it shows up in your inventory as "itmname_jauri_note". (And I recognise Silvia Haraldo! In "Ardent", she's Valerie Downing. It took me some effort to copy, paste and resize various bits of the texture from AoP's "Lady_1" onto a variant of "towngirl5", so it's good to see the model getting some more use in another story. )
Another thought - perhaps move the reload definition for "Door_4", alias "Storyteller_house", out of "Redmond.c" and into "StartStoryline.c"? That's how I set up the reload for "Door_14", alias "House of Gilbert Downing". It means the location is free for anyone else to use in a different storyline - including you, if you want! That one is the house next to the dungeon in Port Royale, and the fact that the dungeon is next door is used for part of the story.