SD and I Plays: Death May Die
S1E1 - Round 11:
This is when the game really starts to get interesting. Up until now it’s been more or less the same. Hacking and slashing through cultist, putting out fire and throwing lab equipment on the floor. But the Elder Gods go through stages, each one adding a new layer of horribleness to the fight. Which also means you really have to take them down quickly, if you don’t want to be a snacky snack.
Not-Indy really wants to throw his Bleach/Ammonia mix, but that would instant kill him, and he kinda really doesn’t want to die. So he attacks Hastur twice and then moves out of the room, screaming to Rasp to follow him. Whenever a hero leaves a room with enemies in it, the enemies follow along. Like little puppies that are afraid to be alone. So Hastur slithers through the door and starts gnawing at Not-Indy. Once again his Toughness skills saves him. A Fire Vampire is summoned to the Blue Gate, but it’s so far away no one really cares.
Rasp runs in to the room, poke Hastur on his behind (for a not small amount of damage) and then runs back to the room he came from, thus making The King in Yellow follow him back. The cultist in the room hits no one at all, rolling 3 blanks. Hastur is a bit more efficient, but not much, so Rasp is still standing.
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