The Black Notebook Podcast

The Black Notebook Podcast

By The Evil Dungeon MasterLeisureGames
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The Black Notebook Podcast episodes

  • AD&D - Gauntlets of Dexterity

    Gauntlets of Dexterity: These seemingly ordinary leather gloves are magically enhanced to fit any wearer, whether a halfling or a large human. When worn, they offer a significant boost to the wearer’s dexterity:

    • If the wearer’s dexterity is 6 or lower, the gauntlets increase it by 4 points.
    • If the wearer’s dexterity is between 7 and 13, the increase is 2 points.
    • If the wearer’s dexterity is 14 or higher, it is increased by 1 point.
    • Additionally, non-thief characters gain the ability to pick pockets or open locks as if they were a 4th-level thief. For characters who are already thieves, the gauntlets grant a 10% bonus to their chances of success in these abilities, further enhancing their skill.

      9 min
    • AD&D Skills, Modifiers, and Probability in Play..

      Today's podcast has us looking at Dragon Magazine #68, on page 82, an article titled, "You've Always Got a Chance..." -- This Article goes on to tell you how to take the ability score based on the situation, multiply it by 5 to get a percentage chance of success.

      Highlights -🛡️

      1. Orc Attack: Orcs battering down the door create immediate tension.
      2. Thief’s Escape: The thief climbs to safety on a ledge.
      3. Rope Toss: The thief throws a rope to the fighter below.
      4. DM’s Dilemma: The DM must assess the fighter’s chances of success.
      5. Success Probability: Guidelines for determining success based on character abilities.
      6. Skill Breakdown: Analyzing actions into steps and associated skills.
      7. Modifiers Matter: Adjusting probabilities based on situational factors.

      8. 14 min
      9. AD&D - The Deck of Many things... Campaign breaker?

        Welcome to another Podcast! Today I am going over an item requested by Dan S, the Deck of Many things! The Deck of Many Things is a favorite magic item in AD&D, offering exciting and unpredictable effects that can drastically change gameplay.

        Highlights

        • 🎴 The Deck of Many Things is beloved by players and DMs alike.
        • 📜 Printed cards can be found in Dragon Magazine #148, 1989, based on the first edition DMG.
        • 🔮 Each card offers unique benefits or hindrances, enhancing game unpredictability.
        • ⚔️ Cards like the Sun and Moon provide significant boosts, while others introduce challenges.
        • 🗺️ The deck encourages side quests and character development through its effects.
        • 🎲 Players can creatively use the deck for memorable gameplay experiences.

        • 23 min
        • The Dragon Slayer: AD&D Weapons of Legend?

          The Sword +2, known as the Dragon Slayer, deals +4 damage against all true dragons and triples damage (3-36 + 4 or 7-40) against one specific dragon type determined by a random roll. However, if the sword is rolled as an unusual sword, if its the same alignment, that would preventing it from slaying dragons of that type and alignment. A roll determines the dragon type, excluding Bahamut and Tiamat.

          Highlights -🗡️

          1. Sword +2: A powerful weapon with special abilities.

          2. Dragon Slayer: Specifically designed to combat true dragons.

          3. +4 Damage: Enhanced damage against all true dragons.

          4. Triple Damage: 3-36 + 4 or 7-40 against one selected dragon type.

          5. Random Roll: Determines which dragon is affected.

          6. Excludes Unique Dragons: Bahamut and Tiamat are not considered.


          7. 13 min
          8. AD&D - Let's Discuss the term "Monster" for a moment.

            On Page 40 of the Player's Handbook we have a little blurb about the term monster. I thought it was an excellent things to discuss and talk about. The term “monster” is broadly applied in adventuring contexts, referring not only to fearsome creatures but also to benign animals, intelligent beings, or even humans that may pose a threat. An encounter with a “monster” signals a potential confrontation, with outcomes influenced by the nature of the creature and the adventurer’s choices. Not all monsters are malevolent.

            Highlights -🧟

            1. Generic Term: “Monster” encompasses a wide range of beings.
            2. Variety of Encounters: Encounters can involve anything from animals to humans.
            3. Potential Threat: The term indicates a possible confrontation.
            4. Nature Matters: The type of creature impacts the encounter’s outcome.
            5. Character Actions: The adventurer’s decisions influence the situation.
            6. Not All Bad: Monsters can be friendly or neutral.
            7. Adventure Element: Encounters are integral to the adventuring experience.

            8. 9 min
            9. AD&D - The Cavalier Class, Over Powered or Just Powerful Fun?

              Today I am joined by DM Rivers as a special Guest as we explore the Cavalier class from Unearthed Arcana in AD&D,

              highlighting its unique traits, historical context, and gameplay challenges.

              Rivers Channel: https://www.youtube.com/@RIVERSRPGChannel/

              Highlights

              • ⚔️ The Cavalier class offers a knightly experience akin to the Battle of Agincourt.
              • 🐴 Cavaliers must adhere to a strict code of chivalry and honor.
              • 🎲 No Prime requisite means no experience bonuses for high abilities.
              • 🏇 Unique horsemanship abilities enhance gameplay and tactical options.
              • 📜 Cavaliers face challenges in weapon specialization and class mechanics.
              • 🛡️ Cavaliers can function at negative hit points, enhancing survivability.
              • 👑 Evil Cavaliers exist but with limitations on their abilities and followers.
              • 27 min
              • AD&D - The Power of the Ring of Regeneration!

                The Rings of Regeneration in AD&D are powerful magic items that restore hit points and can bring characters back from death, with two distinct forms offering unique benefits.

                Highlights

                • 🔮 Powerful Magic Item: The Ring of Regeneration is one of the most potent items in AD&D.
                • 💖 Healing Factor: Restores one hit point per turn and can replace lost limbs or organs.
                • ⚰️ Return from Death: Can bring a character back to life, but requires a saving throw against poison.
                • 🧙‍♂️ Age Resistance: Users do not age normally, extending their lifespan significantly.
                • 🩸 Vampiric Variant: The vampiric regeneration ring heals the wearer based on damage dealt to foes.
                • ⚔️ Combat Advantage: A fighter can heal while engaging in melee combat, making it a strategic asset.
                • 🎲 Discovery Mechanics: Determining which ring is found involves percentile dice rolls.
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                  10 min
                • AD&D Exploring Magic-User Spell Books Rules...

                  Magic-user spell books are essential for spellcasters, typically consisting of one or two books upon completing their apprenticeship. There are two types: standard books, containing a higher number of spells, and traveling books with fewer spells. Costs for these books vary based on spell levels, and new spellcasters often receive their initial books from their masters. Standard spell books are made of durable materials and have specific dimensions, with protections against damage.

                  #Adnd #dungeonsanddragons #RPG

                  Highlights -📚

                  1. Types of Books: Two kinds—standard (36 cantrips, 24 spells of 1st-3rd level, etc.) and traveling (one-fourth of standard).
                  2. Costs: Standard books cost 1,000 gp plus 100 gp per spell level.
                  3. Initial Books: New spellcasters typically receive their first books from their masters.
                  4. Composition Time: Composing a new standard book takes 4-7 weeks during training.
                  5. Physical Specs: Standard books measure around 16"x12"x6" and weigh 150 gp.
                  6. Durability: Made of heavy leather and vellum, providing durability and security.
                  7. Protection: Standard spell books have a saving throw against various damage types.
                  8. 17 min
                  9. AD&D - Necklace of Strangulation and Its Uses...

                    A Necklace of Strangulation is an enchanted item that can only be discovered when placed around the wearer’s neck. Upon wearing it, the necklace constricts, causing 6 hit points of damage per round and cannot be removed without powerful spells. The wearer will eventually die, leaving only a skeleton behind.

                    Highlights

                    • 🎭 Enchanted Item: The necklace is covered by enchantments that conceal its true nature.
                    • ⛓️ Immediate Constriction: It tightens instantly upon being worn.
                    • ⚔️ Damage Infliction: The wearer suffers 6 hit points of strangulation damage every round.
                    • 💀 Inevitability of Death: The wearer will die from the damage caused by the necklace.
                    • 🔒 Irremovable: The necklace cannot be taken off without powerful spells like alter reality or wish.
                    • 🦴 Final Fate: The remains of the wearer will be a dry skeleton once they perish.
                    • 🧙‍♂️ Powerful Magic: Requires significant magical intervention to remove.

                    • 13 min
                    • AD&D - Cleric, your deity can say, "no"

                      Clerics receive spells from their deities through prayer and

                      meditation, with lower-level spells given via intermediaries and higher-level spells requiring direct supplication. The deity may grant or deny requests based on the cleric’s actions, alignment, and faithfulness. Some spells also need specific material components provided by the cleric.

                      Highlights -📜

                      1. Divine Bestowal: Clerical spells are granted by deities through prayer.
                      2. Spell Levels: Lower-level spells are given via intermediaries; higher-level spells require direct requests.
                      3. Judgment: Clerics may face judgment when requesting high-level spells.
                      4. Deity’s Discretion: Spell requests may be ignored or altered by the deity.
                      5. Material Components: Some spells require specific materials supplied by the cleric.
                      6. Alignment Matters: A cleric’s alignment affects spell granting.
                      7. Meditation and Devotion: Devout prayer and meditation are essential for spell acquisition.
                      8. Support:

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                        12 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…

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