PODCAST · arts
The Child’s
by DM Dad
A D&D campaign featuring kids….learning to DM and how to get kids away from their devices and learn to play a game about imagination and role play. It is a learning process for all of us, but we are having fun and contributing to the story we are building.
Episodes
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Return to Town
The group arrive in Pineholt and explore the town, stop a fight, and then return to Lastury, the wilderness around these towns continue to present challenges and rumors…
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Four Become Five
The group of four find a fifth to join their caravan through a battle with some wolves, spend some time finishing their journey and end up at Pineholt.
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The First Steps
Four travelers arrive in a frontier town that is the last bastion of civilization before the wilderness that is untamed. Seeking coin the four accept an offer to venture north guarding a caravan heading to the distant town of Pineholt, three days out.
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Back to Saltmarsh
The party decide to head back to Saltmarsh, prisoner in tow. They do some light shopping, then meet with the council to get their next steps thought through.
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Secrets Unmasked
The party delve deeper, trying to confront the smugglers which turns into combat when secrets are shared, the party succeed, but now are faced with more decisions.
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Secrets Beneath the Manor
The group fend off a swarm of rats before delving deeper the basement, uncovering secrets about the former residents as well as the current ones.
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Shadows before the door
The party rest, test, and learn of consequences during the night; the following morning head into the haunted house and discover that the rumors seem true about haunting, but yet find proof it isn’t?
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Whispers of the Haunted House
The group prepare to leave town, some members run amok, patience is tested again, but laughs are also shared and ultimately they eventually leave town and find the infamous house everyone is talking about.
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The Longest Night at the Oweland House
The party spend the night at the Oweland House, boundaries are crossed, or ignored; and the group spend some time in town before meeting the town council.
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Saltmarsh; a quiet town for now.
A random group of four meet in an unlikely scenario; forced together through chance they find more differences than similarities but forge ahead through in the town of Saltmarsh.
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The end or just another beginning?
The party finally confront Talina, a great battle occurs and fates twist, roles turn and we see that not all actions are equal their outcomes.
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Tunnels, trials, and self truth
Saluthe, Thorkin, and Sinafay—awoke to a cosmic test. Runes ignited beneath their feet, and each fell into a separate trial. Sinafay faced webs of whispering temptation—dominion, ambition, release—and only by surrendering did she escape the grasp of power. Thorkin stood before three…
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Trial and Error
The party investigate the clearing, trying various attempts to figure out the area…shenanigans occur and some near death experiences. Things are learned, fears are manifest…and then they find the entrance to below…
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Stone Truth
The party spend more time in reflection amd search for answers as they slowly make their way through the forrest looking for what comes next.
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The Mansion that Never Opens
Chaos happens at an underground club in the streets of Waterdeep, the owner killed and accusations fly as the stress mounts. A D&D "who did it"...
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Trees and Weird and Gravity
The party makes it out of the Moors... to find a strangely acting forest. A bit of exploration and a return of a former foe...
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The Pulse of the Moors
The party continue through the Moors, experiment with potions, and run into an old friend.
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The Moors, Never-ending
The party begin tracking their way through the High Moors, finding evidence of long lost structures and forgotten battles...running into some trouble they find that some foes are a challenge, narrowly beating the trolls they continue their way on...
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Ssslow Progressss
The party spends most of their time in Thorkon's Mansion, enjoying some downtime between planning their next steps...they do finally make it through the Serpent Hills, looking ahead to their journey through the High Moors.
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Finally, we plan.
The party take the time to collect their thoughts, reach out to an ally for help solving some questions, and spend the evening working through the details before going forward... then shenanigans follow and Sinafay finds out that the Serpent Hills are not empty...
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Exploration and Discovery
The party explore more of the Necropolis beneath the Moors and learn more about the shards and what is going on...then exit to find themselves in hostile territory, just in time to spend the evening in comfort.
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The Soul Shepherd
The party meet another memory from Seluthe’s past, enslaved for his failure. After defeating some monsters in the deep they enter a final chamber…and Thornton must make a choice before claiming the final shard.
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Travel, Riddles, and Pain.
The party spend two weeks on the road to their destination of the High Moors, a quick decision on a riddle gains them access to a series of underground chambers and they find themselves having to take risks and are challenged to get through rooms seemingly designed to bar entrance.
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Memories and Fears
Seluthe settles a score from her past and Thorkon and Sinafay learn some troubling facts about the shards the party seem to be collecting...
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Battle at the Altar
The party manage to escape with aid and find Sinafay about to be sacrificed by her mother, this sparks a battle but not after Seluthe manages to grab the key and place it in a bag of holding. The resulting lack of connection to the artifact creates instability in the compound. The battle is won…
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Gauntlet of the Sealed Sanctum
A one shot with a whole new party...a group of would be heroes are subjected to trials in a subterranean series of chambers, each with a unique puzzle and consequence.
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Web of False Hospitality
The party stumble, or fall, into a sries of tunnels that eventually lead them into an underground city, only to discover it actually is a Drow city...then find out something of great importance is there, a powerful relic, and an equally powerful threat.
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Battle and Loss
The party navigates the aftermath of warnings and tries to unravel all that has happened. A familiar vessel approaches and the resulting confrontation leaves the party marrooned on a deserted beach.
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Ruins of Geldimere
A one shot for some of the kids and featuring some other family members wanting to explore D&D....a group of adventurers travel for the promise of treasure, only to find false promise and danger.
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Sparring, Serpents, and Secrets
The group continue their journey across the water, have some fun playing games and even sparring with some of the crewmembers. A great serpent attacks the ship but through teamwork, creativity, and some daring choices they banish it across the planes, learning there may be more at risk than they...
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Fishing and Fighting
The group are on the open waters and learn that storms come quick, Seluthe learns to fish, and a familiar face makes an appearance.
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Leaving Baldur's Gate
Some additional shopping and searchin the city leads the group to the docks where they board a ship headed South.
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Bounties and Bribes
The group head to the Upper City to discuss a bounty and find their missing party members who were arrested for accidental trespassing, Thorkon bribed the guards to get their release, and the five of them journey into the Upper City to meet a mysterious Noble who is asking for a family heirloom…
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How much was that?
The group spend some shopping and enjoying some down time, exploring the city and testing out their new items and gear.
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Where is everyone?
The group are given unique new items from Zelbina, are offered to be transported to any location, and an answer to a question of their choice. They ask to be transported to Baldurs Gate…and chaos ensues…
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Answers and questions
The group spend some time refreshing in a spa, only to alert the lurking Jabberwocki, battle ensues and they survive, mostly. After recovering they find a ballroom full of people frozen in time…
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Honeymoon Stress
The group arrive at the Palace of Heart’s Desire, after a slumber on the back of the giant birds while in flight. During the flight they each experienced dreams, but didn’t share their experiences. Wondering about the castle they separated and explored.
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Performance Anxiety
The group perform their play in front of Endelyn and manage to incite a battle at the end, defeating her and her shadows they managed to escape on their way to the palace.
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Planning, plotting…
The group seek under and through Motherhorn looking for ideas for their play, only to find two of their members missing…
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Ugly Baby Factory
The group enter a large chamber…triggering a trap that seals them in and awakens a pair of Flesh Golems and some mimics, battle ensues as they must find a way to disarm the Arcane Engine powering the laboratory and defeat the minions…
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Crypts and Markets
The Unamed give aid to a Prince, successfully getting him home and finding a way home themselves if they choose. They decide to venture underground in a secret tunnel to Motherhorn, stumbling into a crypt, finding a market, and a throne in the middle of a crater.
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To Yon and Beyond
The Unamed group make it across to Yon, finally entering the frigid mountain scape that is Endelyn’s home. The meet a helpful guide, Amidor the dandelion, some curious wild goats, and begin marching towards the castle, Motherhorn. On the way they find the fabled Fey Beacons.
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Truth or Dare
The group make their way to finding a passageway to Yon, spend the night in a deserted home, play some truth or dare, then find an older woman seeking help, only to find that she had other motives for them.
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Road again, again?
Second half of the last session.
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On the road again…
The group head to Little Oak, wrap up there with the Getaway Gang, visit with the Unicorns, and begin there trek towards a mushroom grove to head to Yon. On their way they encounter one of the infamous “golden ones” and learn just how tough they are.
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Looting Retreat
The group awake to find the repeated fireballs from the night before have taken their toll on Loomlurch…running away while trying to snag some loot, the party finds new problems…
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One down, two more?
Attempting to save a prisoner of Granny Nightshade the group create a clamor bringing Tin Soldiers and Skabatha in to the fray. Through a battle that almost cost several members their lives they emerged victorious, defeating Skabatha and ensuring the children would remain free.
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Kids and boxes…
Sinafay bails on her date after being invited to live with his mother, aunt, and grandmother…reunites with the rest of the group and enters Loomlurch to find Skabatha.
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Shopping, shopping, shopping.
The group all meet up at Little Oak, get into a squabble with each other, but eventually head to the marketplace to do some much needed shopping before going to confront Skabatha. Sinafay enters yet another Fey Bargain…
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Fears and startling revelations…
The group stop a would be assassin from killing the unicorn, learn some stressful news, share some details…and battle against a foe that brings a new fear to reality.
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ABOUT THIS SHOW
A D&D campaign featuring kids….learning to DM and how to get kids away from their devices and learn to play a game about imagination and role play. It is a learning process for all of us, but we are having fun and contributing to the story we are building.
HOSTED BY
DM Dad
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