The Black Notebook Podcast

The Black Notebook Podcast

By The Evil Dungeon MasterLeisureGames
Download on the App Store

The Black Notebook Podcast episodes

  • AD&D - Oriental Adventures Magical Items

    The “Charm of Protection from Theft” is a protective charm written on yellow or red paper that reduces stealth success by 20% for intruders. It must be displayed on the door lintel and inflicts damage on removal by non-owners. The “Diamond Mace” is a magical item that discharges a powerful lightning bolt but has limited charges and can be sold for 1000 ch’ien. The “Drums of Thunder” allow the wearer to perform various

    magical feats, including flying and controlling weather, with a limited number of charges available.

    Highlights -🔒

    • Charm of Protection: Reduces intruders’ stealth success by 20%.
    • Display Requirement: Must be placed on the door lintel for effectiveness.
    • Damage on Removal: Non-owners suffer 2d10 damage if they try to remove it.
    • Diamond Mace: Discharges a powerful 12-dice lightning bolt, limited charges.
    • Value of Mace: Can be sold for 1000 ch’ien when depleted.
    • Drums of Thunder: Versatile magical item with various charging uses.
    • Flight and Control: Allows flying and weather control among other magical functions.

    • 12 min
    • AD&D - Let's talk Honor Mechanics from OA

      Honor is paramount for a character, reflecting their worth,

      dependability, and family reputation. Honor can be earned or lost through actions, impacting a character’s social standing, respect, and influence. Unlike traditional notions of good and evil, honor measures deeds accomplished regardless of morality. Characters must carefully track their honor points as their actions can elevate or disgrace their family name.

      Highlights -🏮

      • Honor Matters: Power and wealth are meaningless without honor.
      • Earning Honor: Actions like bravery and loyalty increase honor points.
      • Losing Honor: Dishonorable deeds lead to loss of honor points.
      • Family Ties: A character’s honor affects their family’s reputation and vice versa.
      • Class Differences: Honor impacts characters differently based on class and actions.
      • Tracking System: Players must record honor points, awarded by the DM.
      • Consequences of Honor: Low honor can lead to disgrace and loss of status.

      • 16 min
      • AD&D - Cursed Items and Identifying them...

        Today's podcast topic comes from LeroyD20 on X, he suggested a discussion about cursed items.

        Cursed items. The bane of adventurers everywhere and the mischievous delight of dungeon masters. You know the drill—our plucky hero picks up a shiny new sword, only to find out it’s not so much “Sword of Slaying” as it is “Blade of Bondage.” But what makes cursed items so delightfully dangerous in AD&D isn’t just their effects—it’s the mystery surrounding them and the inherent gamble in figuring out what you’ve got. Enter the Identify spell.

        11 min
      • AD&D - Thoughts about the Rod of Smiting..

        Today's podcast is all about the Rod of Smiting. I wanted to discuss this Magical item, because I've seen some confusion surrounding it in regards to how its used and where it falls under for using it.

        The Rod of Smiting is a +3 magic weapon that deals 4-11 damage (d8 + 3) to most enemies and has special effects against golems and outer plane creatures. Against golems, it inflicts 8-22 damage (2d8 + 6) and can completely destroy them on a roll of 20 or higher, but each hit drains a charge. For outer plane creatures, it also deals normal damage, but a roll of 20 or higher triples the damage and drains a charge. The rod cannot be recharged.

        Highlights -⚔️

        1. Weapon Type: +3 magic weapon ⚔️
        2. Standard Damage: 4-11 (d8 + 3) hit points ⚡
        3. Against Golems: 8-22 (2d8 + 6) damage 💥
        4. Golem Destruction: Roll of 20+ completely destroys 💣
        5. Charge Drain: Each hit on a golem drains 1 charge 🔋
        6. Outer Plane Damage: Normal damage with special effects 🌌
        7. Non-rechargeable: Cannot be recharged ❌

        8. 10 min
        9. AD&D - Cloak of Guarding from Dragon 91

          The Cloak of Guarding is a gray woolen garment that becomes rigid upon impact, deflecting non-magical missiles and reducing damage from physical attacks. It withstands pressure until it absorbs 25 hit points of damage, after which it disintegrates. However, it offers no protection against heat, cold, or electrical attacks. It has a value of

          1500 experience points and can be sold for 10,000 gold pieces.

          Highlights -🧥

          1. Material: Identical to a woolen cloak in weight and texture.
          2. Impact Response: Becomes rigid upon physical blows, deflecting attacks.
          3. Damage Reduction: Reduces damage by -2 per die, minimum 1.
          4. Pressure Limit: Absorbs up to 25 hit points of damage from sustained pressure.
          5. Disintegration: Disintegrates after reaching damage threshold.
          6. Rest Requirement: Requires resting to regain protective powers.
          7. Elemental Vulnerability: Maximum damage from heat, cold, and electrical attacks.

          8. 12 min
          9. AD&D - Designing For Unique Wilderness Encounters

            The article "Designing for Unique Wilderness Encounters" provides Dungeon Masters with tables and instructions to generate unique terrains and features for wilderness encounters. It focuses on integrating environmental diversity into gameplay by considering terrain types, grades, slopes, and features like streams, ponds, and vegetation. The goal is to create realistic and strategic battlefield setups, enhancing immersion in outdoor adventures.

            Highlights

            • 🎲 Random Tables: Provides comprehensive tables for generating terrain types such as clear, rough, marshy, wooded, and mountainous environments.
            • 🗺️ Terrain Segments: Encourages dividing terrain into four-square-foot areas to determine distinct features in each segment.
            • 🌊 Water Features: Includes streams, rivers, and ponds with guidelines for determining their location and course.
            • 🏞️ Slopes and Grades: Tables account for terrain grades (gentle, steep, sheer) and slope directions, adding verticality and challenge to encounters.
            • 🌳 Vegetation Types: Introduces vegetation levels from featureless areas to dense woods, affecting visibility and movement.
            • 🛡️ Strategic Design: Terrain features impact battlefields, sightlines, and surprise chances, offering tactical depth.
            • 🗓️ Adaptability: Designed for modular use, allowing DMs to blend features or shrink/enlarge them based on specific needs.
            • Key Insights

              • 🌐 Diverse Terrains: Terrain categories include Clear, Rough, Marshy, Wooded, and Mountainous, each with its own table of features and additional elements.
              • 🧮 Probability Distribution: Rolling percentages ensure random yet balanced terrain generation, with most rolls leaning toward common features like hills or light woods.
              • 🚶 Movement Impact: Features like marshes and steep grades reduce movement speed, while slopes and rough ground add positional complexity.
              • 🌲 Visibility and Surprise: Dense woods and featureless areas alter visibility, increasing or decreasing the chances of surprise and combat engagement ranges.
              • 💧 Dynamic Rivers and Streams: Specific rules for placing rivers and determining their direction, crossings, and fords add realism and functional design.
              • ↕️ Elevation and Facing: Tables for slope direction and facing influence player strategy and the placement of enemies or hazards.
              • 9 min
              • AD&D - Magic Item - The LockStone

                An interesting magical item from the AD&D Comic book 1989, issue 2.

                Highlights

                • 🔮 Lockstone Description: A magical device resembling a crystalline or metallic orb or egg, believed to originate from the outer planes.
                • 🕒 Timed Functionality: Lockstones are set to release one or more spells when specific conditions are met.
                • 🧙‍♂️ Programming: Can only be programmed or reprogrammed by a wizard of at least 16th level.
                • ✨ Spell Storage: Capable of storing up to three spells; becomes dormant for at least a year after use.
                • 🔐 Versatile Utility: Often used to trap extraplanar creatures or safeguard valuable treasures.
                • Key Insights

                  • ⚙️ Preconditions: Up to two preconditions must be met for the Lockstone to activate, such as time passage or specific interactions.
                  • 🔥 Example Use: Imig Zu used a Lockstone to imprison a fire elemental with conditions tied to time and physical interaction.
                  • 🐉 Creature Guardian: Activation may release a creature, like a Greater Basilisk, as part of the Lockstone’s effects.
                  • 🌍 Rare Artifact: Lockstones are uncommon and have only been discovered a few times in specific regions, such as the North.
                  • 📜 Historical Significance: These artifacts may hold lore or be central to grander magical or planar events.

                  • 11 min
                  • AD&D - Homebrew Vampire Hunter Sword

                    Solstice Fang is a powerful +2 longsword forged from rare silvery metal, designed specifically to combat undead creatures, particularly vampires. Crafted by the Order of the Dawn during a solar eclipse, it features magical properties that enhance its effectiveness against the undead. However, wielding it comes with a curse, causing the user to experience visions of the undead’s final moments, weakening their resolve over time.

                    Highlights

                    • ⚔️ Type: Finely crafted longsword for battling undead.
                    • ✨ Enchantment: +2 bonus to attack and damage against undead.
                    • 🧛 Vampire Slayer: Deals extra damage and can destroy vampires on a critical hit.
                    • ☀️ Sunburst Ability: Emits sunlight to stun and damage undead once per day.
                    • 🩸 Bloodbind: Can bind to a vampire, causing additional damage.
                    • 😱 Curse: Haunting visions weaken the wielder after killing undead.
                    • 📜 Lore: Created by the Order of the Dawn, lost to history but still calls to heroes.

                    • 8 min
                    • AD&D - Wand of Enemy Detection

                      The Wand of Enemy Detection is an underappreciated magic item in AD&D, useful for detecting hostile intent and enhancing gameplay strategies.

                      Highlights

                      • 🪄 Useful Item: The wand detects hostile creatures, including invisible or disguised enemies.
                      • 🚪 Closed Door Detection: Players can use the wand to check for threats behind closed doors.
                      • 🎭 Hostility Criteria: The wand senses intent, meaning it won’t detect non-hostile party members.
                      • ⚔️ Party Dynamics: The wand’s usage can influence party strategy and NPC interactions.
                      • 💡 Learning Experience: Players often underestimate the wand but learn its value through gameplay.
                      • 🎲 Charges: The wand comes with multiple charges, allowing for strategic use throughout campaigns.
                      • ⏳ Time Management: Veteran players prefer streamlined activation of magic items to enhance game flow.


                      10 min
                    • AD&D - The Thorn Curse in your campaign..

                      On today's podcast, I decided to explore the Thorn Curse from the Halloween movies and how it could be used in your campaign.

                      In the isolated village of Thornbrook, strange deaths and ominous signs lead players to investigate a dark curse tied to the Thorn Mark, which forces one family member to sacrifice kin for the village’s survival. As the players uncover the curse’s history and face moral dilemmas involving Eldric Thorn and his descendants, they must ultimately decide whether to end the curse or pass it on, facing the consequences of their choice.

                      Highlights -🌿

                      • Village Plight: Thornbrook is haunted by strange deaths and dark omens. 🏚️
                      • The Thorn Mark: A cursed family must sacrifice kin to protect the village. ⚔️
                      • Ancient Pact: The curse originated from a pact made during Samhain. 🔮
                      • Moral Dilemmas: Players must choose between ending the curse or continuing it. ⚖️
                      • Eldric’s Struggle: The immortal Eldric Thorn bears the burden of the curse. 👻
                      • Constellation Ritual: The curse is tied to a mystical constellation visible on Samhain. 🌌
                      • Consequences: Choices impact the village’s fate and the players’ futures. 🌄

                      • 13 min

                      About The Black Notebook Podcast

                      From the publisher's feed

                      Welcome to The Black Notebook, where we take a fresh look at Dungeons & Dragons through the pages of the classic D&D books. Every episode explores monsters, rules, adventures, and forgotten…

                      More shows like The Black Notebook Podcast

                      Save for Half podcast by Save for Half podcast

                      Save for Half podcast

                      57 Listeners

                      Monsters and Treasure by Monsters and Treasure

                      Monsters and Treasure

                      31 Listeners