Let's Play Choice of Broadsides, Chapter Four

Sep 03, 2010 21:41

Previous chapter is here.

The game is HERE. A great review of it is over at Jayisgames, and my "review" is here. If you think this game sounds fun, play it before reading, because there will be massive spoilers after the cut.

How are we feeling today? Good? Well rested? Great!

The tropical sun is hot even through your hat, and it glares painfully off the water. Through your stinging eyes, you can see looming up ahead the cliffs of a little island--a tiny place, uninhabited according to the charts. About halfway between the prow of Courageous and the island, the sea is marked by the white canvas sail of a Gaulish merchant ship--streaking towards the island as fast as he can go, running desperately away from Courageous's pursuit.

"More sail!" the Captain commands.

Immediately the women jump to obey, feet pounding on the deck and shouts echoing from the rigging. Canvas snaps and billows overheard.

But you can tell it isn't enough. The little Gaulish ship is faster under the light wind, and has too great a head start.

We've been keeping busy, I see. So what's going on?

"I do not think we can catch him," you say quietly to Bryce.

"We must catch him," Bryce replies, "before he gets much nearer shore. We can't maneuver Courageous in those shallow waters--"

Bryce and Smythe are totally BFFs, by the way.

And, indeed, before very long the Captain is forced to call off pursuit, citing just that reason. Courageous stays a safe distance out, in deep water. You and many others stare resentfully at the escaped prize--nestled against shore in the company of another Gaulish merchant vessel, one that was already there. The Gauls must use this island often for resupply.

"Madam Bryce! Madam Smythe!" the Captain's voice cuts through your reverie. "In my cabin, if you please!"

Aw, shucks. Are we in trouble? Well, no, apparently. We just get to be heroes again. Our mission, should we choose to accept it...

"We can hold them pinned here indefinitely," the Captain says, "but we can't get close enough to engage them directly. Which means a cutting-out expedition is called for." A group of women will be sent to approach the merchant ships in the dead of night, board them secretly, take them over, and sail them away from the island as prizes.

"There are two ships, so our force will be divided in two. Madam Bryce, you will command one half; Madam Smythe, you will command the other. Expect that each enemy ship has a complement of thirty women. You will each have forty under your command."

Few lieutenants get such a chance to prove their capabilities. Indeed, the Captain has clearly decided to pass over Madam Pigot for this opportunity--a decision that you can hardly fault. If you are able to pull this off, it will be a significant boost to your career.

So how are you feeling about this?

We can either be feeling: A) Thrilled, because this is a golden opportunity and we are awesome, B) Determined, because this will be a challenge but we'll try our best, or C) Terrified, because if I fail my career is toast! I think (B) is more in line with Smythe's character.

The game approves of our attitude. Now we're going to plan out our half of the mission, prep the sailors, and assign tasks.

"We will take two boats," you explain. "I shall command one, with Madam Midshipwoman Stuart to assist me. Madam Midshipwoman Mason will command the other. My boat shall come along the starboard side of the Gaulish vessel, and Madam Midshipwoman Mason's along the port side. We will climb aboard secretly, and then attack from two sides with plenty of shouting to frighten the spineless Gaulish girls."

The women grin.

Now, to decide who does which of the three tasks: A) Cutting the anchor cable, so we can get the ship out (this involves fighting), B) Ascending the rigging and loosing the topsail, so we can start sailing (this involves courage? Climbing ability? I don't think that's an upgradable skill), and C) Steering the ship back (this involves sailing).

We're already pretty good at steering, we probably lack the ability to do whatever (B) requires, and we want to get better at fighting. So I pick (A) as our job.

"Once we are aboard, I shall cut the anchor cable to release the Gaulish ship from its mooring," you continue. "Madam Midshipwoman Mason, you shall ascend the rigging and loose the topsail, to set the ship in motion."

Mason pales slightly, but nods.

"Madam Midshipwoman Stuart, it shall be your task to make your way directly to the wheel, and steer the prize out of harbor once we have taken him."

"Aye aye, ma'am," Stuart says crisply.

"Now, you women--you'll each be provided with a pistol and a cutlass. We will leave at four bells--you will be roused."

Before dismissing them, you think over the plan--is there anything else you need to say?

Go get 'em, tigers? We can do it?

Oh, yes, of course, you nearly forgot! "Mind you keep those pistols at half-cock until I give the order otherwise! We don't want there to be any risk of a shot going off before we're aboard. Dismissed!"

Oh. Right.

The next few hours pass nervously, as you go over your plan again and again. Finally, four bells sounds, and you hasten to the deck to take command of your party. Along the way, you encounter Bryce, who seems a little nervous too. "All in readiness, Madam Smythe?" she asks.

"Yes, ma'am, Madam Bryce," you say.

"Hey, Bryce, wanna get a beer when all this is over?"

"You've set someone to climb the rigging and loose the topsail, right? And someone to cut the cable?"

"Yes, ma'am."

"And there's an officer responsible for the steering?"

"Yes, ma'am."

"You've told the women to keep their damned pistols half-cocked until you give the word? All we need is a premature shot to give away the game."

"Yes, ma'am, I've told them."

"Nicely done, Madam Smythe--you seem to have thought of everything. Your half of the mission is in good hands." Bryce smiles, looking only a little strained. "Good luck to you."

"To you too, ma'am," you say, and go to shepherd your women into the boats.

IT'S GO TIME.

So we row out to the merchant vessel, and we are really tense, almost shaking. Fortunately, our sailing skills are good enough to get us there without incident, so we proceed.

Sweat pours down your face as you navigate up close to the starboard side of the Gaulish ship. To your profound relief, no one aboard notices a thing.

"Pistols cocked!" you order in a whisper. You look up above you, at the chains that snake up the ship's side, shining silver and then disappearing into darkness.

It's time. Do you lead, or do you order Stuart to lead so you can supervise the women as they board?

A) Be the leader, or B) Supervise? Let's choose (A) and lead on! So we get our girls up to the ship, but what's this? A young and frightened sailor? What do we do about her?

Well, our options are to A) Shoot her then and there, B) Pistol-whip her into unconsciousness (this is a nicer option than it sounds), and C) Don't hurt the child! It's not her fault! Since Smythe is not a cold, heartless bitch, nor a complete ninny, we pick (B).

She goes down, and we get most of our girls up on the ship. Now, SURPRISE ATTACK! "'For Albion!' " Come if ya think you're hard enough!

You cut to the left and the right with your sword, shouting as loudly as you can. At first, the Gauls scatter before you--but then they begin to regroup.

One rushes you from the left, and you turn and plunge your sword into her chest. She falls--but there is another diving in from the right, closing fast as you struggle to extricate your blade from her dead shipmate.

What do you do?

We can: A) Try to get our sword out, B) Abandon it as a lost cause and use our pistol, or C) Dodge! I think (A) and (C) are both too dangerous, so let's go with (B). We shoot her dead and take her weapons. (I think our bloodthirst went up.) Time to advance again!

Before long, we've got more Gauls rushing us. But what's this? Mason's in trouble? What do we do about that? A) Rely on our swordfighting skills and fire at Mason's attacker, or B) Shoot the Gauls and let Mason take care of herself? We're pretty good at swordfighting, so let's help the girl out.

Mason's attacker drops like a stone. Mason looks over, wide-eyed--then gives you an awkward nod of thanks and scrambles to her task.

You, meanwhile, turn back to see two large Gauls with drawn swords charging at you.

You howl an incoherent challenge and rush to meet them. Steel clangs against steel, and pain scores across your left leg as one of the Gauls lands a blow. You are not fighting by any honorable rules now, but desperately for your life, using elbows and knees as well as the blade of your sword. You manage to elbow one Gaul in the throat, and she falls back, choking curses. That gives you the opportunity you need to wound the other slightly and run before she recovers.

At last you pummel your way through the mass of bodies to the anchor cable, and hack through it with your sword. The Gaulish ship is drifting freely now.

You look up, and pick out Mason's dark figure, very high up in the rigging. As you watch, the topsail flutters free.

You turn back to the fight. In no time at all, Gauls are surrendering all over the deck. You take prisoner those who still live, get the prize underway, and take him safely back to Courageous.

Ow, my leg. Anyway, mission accomplished!

Bryce's prize beats you there by no more than a few minutes. You and she meet on deck, and she looks as flushed and giddy as you feel. You reach over to shake her hand, and she squeezes yours warmly.

We did it! BroSisfist! AWRIGHT!

"Brilliant!" the Captain says in approval. "Very nicely done indeed, the two of you!" She orders you and Bryce to take command of your prizes and sail them to Albion--adding, with a smile, that she would be much surprised if you did not each receive a promotion to Commander.

Guess what happens next! Go on, guess!

In fact, after due consideration of your superb achievements to date, the Admiralty promotes you directly to Post Captain, entirely skipping the rank of Commander. It is a proud moment indeed when you first walk down a street in Chesterport with an epaulette pinned to your right shoulder, marking you as a junior post captain. And now you are eligible to command a ship of your own.

Well done, Captain Smythe!

Best mission ever! Captain Smythe, I like the sound of that!

And how are our stats doing?

Name: Madam Anne Smythe
Rank: Post-captain
Seniority: 0 years
Age: 25
Sailing: 85
Gunnery: 76
Leadership: 65 (+)
Fighting: 70
Patronage: 46
Tact: 40
Likeability: 55
Honor: 71 (+)
Courage: 67 (+)
Bloodthirst: 45 (stayed the way it was, surprisingly)
Intelligence: 52
Wealth: 43 (+)

That was a long chapter! Actually, I think it was because I added more in-game text. I had to, to make this exciting. The next chapter should also have as much text, not because it's equally exciting, but because it's my favourite chapter ever.

TO BE CONTINUED

cob, let's play choice of broadsides

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