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SD and I Plays: Death May Die

SD and I Plays: Death May Die

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Season 1 – Episode 1: Blasphemous Alchemy

Tutoring 5
Skill 5
Idea 5
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Apparently cultists are setting fire to a lab while dialing in the King on Yellow (our chose Elder Dude for the night). Not really sure why or how our investigators came across this. But here we are. Just outside, ready to kick in the door and fight the endless cosmos with our bare hands. No. Definitely not insane.
SD ended up choosing definitely-not-Indiana-Jones as his character, all though it was apparently quite the difficult choice between him and the knife wielding nun. His randomly chosen Insanity was Codependence, which had us imganing him reigning in his fellow investigators with his whip, if they ever strayed away to far. Quite fitting.
I went for Rasputin. I mean, how could I not go for a tall, bearded angry wizard 😉 His insanity was Hypochondria, which is a really great combo with Rasputin I feel. Cause no wounds equals all stress healed, so I just had to focus on heal his wounds and not both.

Season 1 – Episode 1: Blasphemous Alchemy

Round 1:
SD insisted on going first, and I must admit, I felt Rasputin would be the kinda guy who’d stay behind and throw fireballs at whatever might be left. So in goes Not-Indy, attacking the cultists, downing one and hurting the other. All this ruckuss apparently called forth a Hastur Disciple at the yellow gate, so no reason to worry yet. The leftover cultist tried to poke out Not-Indys eye for 1 point of damage.
Rasputin was up next, walking in and finishing the cultist before trotting along to the next room. While another Hastur Disciple appears at the blue gate, Rasp finds some lab notes giving him two green dice everytime he rolls if he has a student or animal companion. Since he’s always wanted an apprentice, he stuffs the notes into his pocket.

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