Saturday, February 1, 2014

[40th Anniversary Blog Hop] Day 1: Introduction to D&D

I've not done much on the blog for a while, so I'm going to try to keep up with this month's blog challenge:


Depending on how work and other scheduling issues go, I might have to play catch-up. But I want to try to blog every day. And since a lot of folks aren't into this kind of thing, I'll also pay a Joesky Tax.

Q1: First person who introduced you to D&D? Which edition? Your first character?

A1: I introduced myself to D&D, effectively. I got the Moldvay Basic Dungeons & Dragons boxed set for Christmas back in '81. My parents saw it in toys R' Us and thought it might be something I would be interested in. In fact, I had seen it before, for several years, and even brought it to my parents' attention from time to time, but my mom thought it was kind of iffy-looking, what with the nude, supine woman on Eldritch Wizardry and all. But apparently they didn't associate the new Moldvay set with the old LBBs, so there it was one fine Christmas morning. I read through the book all that day and was hooked...

I do not remember the first character I rolled up. Never got a chance to play it, as I was the only one in my local gang of friends who had the game, and by default became the DM... a situation which has obtained for most of my gaming life...

Joesky Tax

D10 Specials
1. This round room appears to be at the bottom of a long, deep well that opens to the world above. In fact, if the lever on the wall is pulled, the floor of the room shoots up through the well above as though it were a cork in a bottle, flying half as far into the air above the ground as it is deep beneath the ground, then dropping itself and the adventurers back to the ground...
2. A large chunk of trans-polar un-meltable ice stands atop a pedestal; the ice is sovereign even against dragon fire. If the ice is touched, the character must make a saving throw or be instantly transformed into a statue of solid ice. While the ice chunk cannot melt, the frozen character easily does so...
3. The snake's venom is not a normal poison, it is a transmogrifier. If the victim fails his saving throw against polymorph, he slowly and painfully transforms into a snake of the same type as the attacker in 1d6 turns, during which he can only hiss and writhe in pain.
4. This book appears to be blank. If, however, a drop of blood is placed on it, blood-red writing appears in the native language of the one whose blood was used. The writing reveals the being's life story, though only for 1d6 turns before it fades. Each turn of reading the reader may make a saving throw versus Magic; if successful, he has gleaned a secret from the thus-revealed history.
5. This horned demon's skull has 1d20 teeth remaining; if a tooth is pulled and immediately thrown on the ground, a quasit bursts forth with a terrible foul stench. The quasit served the one who threw the tooth for 1d6x1d10 turns (10-minute turns), then the summoner must make a saving throw versus magic; if successful, the quasit returns to the Abyss. If the save fails, the quasit attacks the summoner and seeks to slay him and take his soul to the Abyss.
6. This small, chipped statue of a gnome will, when held by the hat and the nose is tweaked, teleport without error the holder, the statue, and all the holder carries and wears, to any destination the holder has ever been to... however, every time the owner uses it he must roll a d6. If the number rolled is equal to or less than the number of times he has used the gnome, he is instead teleported somewhere he has never been, though still on the same planet. 
7. This small silver hand mirror contains a reflection of a random humanoid creature of random gender. If gazed upon, the one gazing into the mirror must make a saving throw versus Magic or have their face transformed into that of the creature in the mirror; their own former visage replaces that which the mirror once held. The mirror never works on the same being twice in a row.
8. This strange device looks like a crossbow stock made out of a glassy green jade; there is however no crossbar, and rather than a lever the handle has a button. A small hole is at the further end of the device, below where the bolt would loose from. If held with two hands, aimed, and the button is pushed, a globule of green slime (a 1 HD slime) shoots out of the hole with the same range as a light crossbow. The device hold s1d6 globules of green slime when found, and can hold up to 10; it can be "recharged" by touching the tip of the device to a green slime; if the slime fails a saving throw against Magic, it is sucked up by the device adding 1 charge per HD to it.
9. This room contains a bright pillar of flame, like a cross between a roaring fire and the Aurora Borealis. If the flame is merely touched it deals 2d6 points of damage with no saving throw. If it is entered bodily and wholly, the one who enters it must make a saving throw against Magic. If he fails, he is disintegrated. If he succeeds, he exits the flame unharmed and gains thereby 1 point to his Intelligence, Wisdom, or Charisma (determine randomly). If he ever enters the flames a second time, he is disintegrated, no saving throw.
10. This round room is dominated by a large statue of a great ape. At the center of the ceiling is a large opening; it goes up and up as far as the eye can see, even far beyond the ground above, and there is seemingly no end to the tunnel nor exits, other than the one into the room with the ape statue. The ape statue has, as its eyes, two great diamonds, each apparently worth a king's ransom. However, the diamonds, if removed, turn out to be glass. If the statue is ever touched, 1d6 apes of random sort drop (unharmed) from the endless tunnel above and attack the infidel defilers with berserk fury (+2 to hit, no morale checks). If a second person touches the statue, 2d6 drop; a third, another 3d6 drop, and so forth...

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