SD and I Plays: Death May Die
S1E1 - Round 10:
Every moment counts now. Hacking away at the Lab, it’s Not-Indy that takes it down. A Major Explosion happens, but is of no use for our heroes (who once again take no damage from it?). The ritual is disrupted. YAY! Cause that means that our Royal Yellow Dude now arrives. Wait….what???
You’d think disrupting the Ritual would make him stay away, but instead it makes it possible for our heroes to hurt him. Which is good. Cause he arrives in the room they’re standing in, once Not-Indy’s turn is over. A room that also contains a gate. We’re beginning to think we’ve might made a mistake here. Strong willed and not one to worry about little details like Elder Gods arriving, Not-Indy spends a moment searching the room and finds: A Bottle of Ammonia! Which could not be more lucky, cause mixing that with Bleach and throwing it at the floor will yield a whooping 6 points of damage to everyone in the room.
Hastur pops in, but Rasp decides it’s better taking out the lil guy first and downs the disciple in the room, before turning his attention to the abomination. Dealing only 3 points of damage, the frustrated mage downs his bottle of Whisky. Seemed like the proper time to get drunk. The turn ends with another cultist being summoned to the red gate, who immediately attacks Rasp. As do Hastur. And between the two of them, our very effective mage is no longer. Dead. Deceased. Done for. Except! Ex….cept….Rasputins Unkillable skill kicks in and he rises from the…well…floor. Fully healed albeit a bit stressed out. And hopefully still drunk.
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