The Dunwich Conspiracy Session 2

General Summary


While exploring Undercity and searching for supplies the group stumble into a gang of small thieves. Despite trying to entertain them, they try to steal Ratt's holotags and even try to kidnap the chivalrous Sir POSH. While rescuing their friend they come face to face with the handywork of Los Verdugos, the plaque 'Child Killer' dangling from the hanged man. Tommy draws a bit too much attention for comfort with his ranting and raving at the tiny pick pockets, his timing poor as usual.


Deciding it was best to put some distance between themselves and this encounter, the group make their way to a humble junk trader on the outskirts of town. A group of scavengers decided it was finally time to make their move on the outsiders, surrounding them while they were trying to make a deal. Though things looked grim, Ratt and Tommy stood their ground long enough for Posh to come up with a plan. With a little technical jargon and some spare parts, he made a convincing enough bomb to disperse the crowd and let the group flee back to the safety of Mayor Thompson's Bar and Bunkhouse.


Without much of a break from the drama, they find Undercity and the Crawler in a state of panic. Alarms sound as people crowd together to defend their homes and vertibirds take off in battle formations. In the chaos the Dreadnought seems to be having an emergency launch prompting an early boarding by the misfit companions. Though absent most of the day, the live wire Carter manages to sneak on board the zeppelin and meet up with his acquaintances before the moorings are released.


While awaiting briefing by First Citizen Martin, Carter makes a point to be so disruptive that he earns the ire of the security team consisting of VCP officers. Although he manages to duck into the crowd, he gets his friends into trouble and shirks the responsibility without remorse. Considering that having a poor work ethic is a serious crime, he has an appearance they will not soon forget. After sorting new recruits into categories, jobs are assigned and everyone is shown to their stations and sleeping quarters.


During the night Sir POSH manages to charm his way into the First Citizen's company by his intriguing nature. After installing his new hardware and sensors, Martin explores the depth of his AI with intellectual conversation and games of chess played on the gentleman robot's facial monitor. Things don't go so well for everyone else, as Carter once again begins drama by almost setting fire to the airship with his wanton use of powers that he can barely control. Tommy flees to find lodgings elsewhere while Rat nurses the injury caused by the fight. While drifting in the endless sea of darkness, a radio catches their attention from one of the cabins, giving them their first listen of the Dunwich Broadcasts..


Player Reports


The true hero of the group, Sir POSH spends his time de-escalating conflicts and trying to entertain the savages of the Great Dust Bowl. His charm and wits keep him from becoming just another victim, though he still has trouble being taken seriously as a sentient being. While indulging Sergeant Benson with a facial scan on Tommy, he accidentally discovered records that did not make any sense. Filing away this anomaly, POSH has discovered a vital clue in determining the origin of the strange man in the plain Vault suit. Too busy to dig further, he finds himself in the company of the First Citizen through mutual interests. While they try to figure each other out, it is clear that the polite little robot might have a secret of his own.


Ratt has started to warm up to his new companions, even taking them to 'meet' his father. When danger rears its head, he is quick to let strangers know that his friends are not to be trifled with. A hard life has earned him some grit, and even outnumbered he managed to make potential attackers think twice before making a move. Once aboard the zeppelin he feels right at home in the claustrophic engine room shoveling solid propellants into the combustion chamber. Even at night in the mass sleeping arrangement, Ratt seems to be doing just fine until he has an altercation with the boy Carter. Still, after a strange dream and a miraculous recovery, something feels.. Different..


It was a long confusing day for Tommy. He nearly became the victim of mob violence. Twice. Then he came inches away from being ejected from the Dreadnought, even though he was just in the wrong company at the wrong time. Since stepping aboard this oddity of a vehicle, he has begun to have a series of flashbacks and ticks. It begins to seem like maybe this environment isn't nearly as foreign to him as it is to the rest of the fresh recruits. Trying to separate himself from Carter and his need for the wrong kind of attention, he finds himself roaming the halls of the zeppelin long into the night. Serendipitously this brings him face to face with another person that knows about the strange radio stations. Although his new ally doesn't have much research to offer, he helps him fix up Carter's Pipboy so he can track the phenomena more closely moving forward.


The recklessness of youth sadly ends the story of Carter in the Great Dust Bowl as he finds himself unable to cope with societal life. Drawing all the wrong kinds of attention, he overloads his Pipboy and the mysterious glove underneath it. Fleeing the scene, he is left under siege in his quarters with VCP simply waiting him out. With his powers stripped away after his wanton destruction, he has little choice but to surrender eventually, though there is little mercy for troublemakers of this caliber. News quickly circulates aboard the Dreadnought that there is going to be a public execution to deter further nonsense, and the foolish boy will soon learn some humility when they open the bay doors beneath him at ten thousand feet.





Jason Hawk as Carter


Felivans as Sir POSH


Beanlord as Dusty Rattmen, 'The Rat'


Gregrprime as Tommy



GM: Zyxthylum



Campaign: The Dunwich Conspiracy


Report Date
11 Oct 2022




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