You decide in which direction the story goes. I will come up with several options for you to decide between, however if you don't like the choices feel free to suggest your own. Votes will be counted from the comments section of each blog post and I will do my best to write installments several times a week. If this is your first time here or you need to be caught up, check out "The Story So Far", to the right of the new posts. Thank you for reading.
Tuesday, March 29, 2011
You decide to roam a while longer, attacking the compound right now would be a death wish.
The group explores for hours, you decide to take a short break. During this break, the Marconians teach you how to preserve meat by salting it to dry out. The end-product of this process is both effective and delicious. The group fills their bellies with kidney beans, imitation crabmeat and your newly discovered klop pastrami. Eventually, Sledge suggests packing it in for the night and making camp. The Marconians quickly agree. Tootie arranges a schedule for members of the group to take two hours at a time keeping watch for raiders or Duttonites. You lay your head on the floor and quickly fall into a deep slumber.
In your dream a large, ambiguous sea mammal stalks you. You go to court in an attempt to get a restraining order, but the judge rules that you have no legal grounds for it and scolds you for tarnishing the reputation of what may be a dolphin, walrus or whale of some sort.
You are woken up by the sound of an orangutan sharpening a hunting knife. Most of the group has woken up but are slow to get off the hard floor. The day holds nothing in particular for the group, as far as you know. All there is to do is explore, so explore you do. After about an hour of exploring wastelands that were nothing of interest, you come upon a dead end. A 10 foot high fence with barbed wire lacing the top stands in front of you with a brick building on either side. You can't see very far due to the smog, but it seems the fence stretches about 4-5 blocks. After a few minutes of pondering Sledge speaks.
"I think this might be the prison, I've never actually seen it in person."
"Ahh, I thought so," replies Franney. "The sign up there says 'PR ON', I guess they've had some cuts to their maintenance department."
"Dutton has its own prison?" asks Tootie.
"Mostly people who the King has deemed criminals," Franney explains. "Almost none of them have committed actual crimes. Dutton doesn't have a written set of laws, the King uses his own discretion to decide who comes here and how long. Most people never return."
"So there's a place full of people harboring immense amounts of disdain for the King all in one place?" asks Tootie. "Seems like a pretty obvious place to recruit more soldiers to our group."
"Well it could be dangerous, but would most definitely be worth the trouble if we're able to break the prisoners free and convince them to join our cause."
Dig underneath the fence and break into the prison. You could match the King's army with the prisoners on your side.
Forget about the prison, they're prisoners for fuck's sake! Having such a large army of psychologically broken and more than likely volatile soldiers would hinder you more than it would help you. Your best bet is to plan a guerrilla attack on the main compound with your current group.
Forget about the King, you're bored with all the sob-stories about "injustice" and "iron-fist rule". Ask Sledge about the areas surrounding Dutton so you can explore them! You can always come back to murder the King and his loyalists later.