The Child’s

PODCAST · arts

The Child’s

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.

  1. 93

    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.

  2. 92

    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.

  3. 91

    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.

  4. 90

    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 obelisks—Bone, Breath, and Memory—balancing life, death, and the names of those he loved to stabilize a reliquary over a devouring void.Saluthe endured a gauntlet of stone warriors, dying again and again, until she realized she could not march alone. Only by freeing her companions and fighting as one did she prevail.They emerged changed, their shards dimmed, the pulse now in the walls themselves. Following it, they crept through a rib-bone tunnel into a vast cavern where a rotating lens revealed alien stars. A translucent figure whispered to their minds:“You’re too late… but I hoped someone would see.”Heavy footsteps echo… and their next actions could decide the fate of all.

  5. 89

    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…

  6. 88

    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.

  7. 87

    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"...

  8. 86

    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...

  9. 85

    The Pulse of the Moors

    The party continue through the Moors, experiment with potions, and run into an old friend.

  10. 84

    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...

  11. 83

    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.

  12. 82

    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...

  13. 81

    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.

  14. 80

    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.

  15. 79

    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.

  16. 78

    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...

  17. 77

    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 but the party must escape before being crushed underground. We leftbthe party back on the surface, where Seluthe sees a face she hasn't seen in years.

  18. 76

    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.

  19. 75

    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.

  20. 74

    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.

  21. 73

    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.

  22. 72

    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 thought.

  23. 71

    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.

  24. 70

    Leaving Baldur's Gate

    Some additional shopping and searchin the city leads the group to the docks where they board a ship headed South.

  25. 69

    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 to be returned.**Headphone Warning**We had a player that was very loud and the microphones picked up their voice very loudly at about 1:25 into the session, please be aware and reduce the volume.

  26. 68

    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.

  27. 67

    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…

  28. 66

    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…

  29. 65

    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.

  30. 64

    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.

  31. 63

    Planning, plotting…

    The group seek under and through Motherhorn looking for ideas for their play, only to find two of their members missing…

  32. 62

    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…

  33. 61

    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.

  34. 60

    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.

  35. 59

    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.

  36. 58

    Road again, again?

    Second half of the last session.

  37. 57

    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.

  38. 56

    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…

  39. 55

    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.

  40. 54

    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.

  41. 53

    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…

  42. 52

    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.

  43. 51

    Plans and details…

    The group learns Will’s plan, heads to the Wayward Pool and meet a Unicorn and learn more about Zylbina and Prismeer.

  44. 50

    Therapy and Truth

    The group learn some things from a myconoid village, meet some pixies, and eventually arrive at Little Oak.

  45. 49

    Hints of Danger

    The group stumbled onto what looks to have been a massive battle and learn the Golden Ones were close, then get caught up in a mass herd fleeing danger.

  46. 48

    Thither and Gold

    The Unnamed travel to Thither, get mildly lost, and meet an incredibly helpful man plagued by a curse.

  47. 47

    The Unamed

    The group have a battle, discover the portals are lasting longer, and go both ways. Sinafay learns the risk of impulse, and the group decide on a name on their way to Thither.

  48. 46

    To coup or no coup.

    The group discuss if they wish to help or stay out of politics in Downfall, then what to do next.

  49. 45

    Viva la Revolution!

    The group battle a cube, get separated, reunite, and apparently join a revolution to overthrow the King of Downfall.

  50. 44

    Frogs and dead stuff

    The group meet the king, try to shop and get sass, meet the great Bavlorna and embark on a few side quests.

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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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