This episode is a Patreon stretch goal bonus episode, which takes place partway through the events of Ep. 11. Henry gets wet, Darryl satisfies, Glenn blows it, and Ron gets his hands dirty.
The dads went on a little bonus sidequest partway through Episode 11, lending their dad expertise to a BDSM dungeon in the Forgotten Realms...
The dads ascend a dark obsidian tower teeming with traps and environmental storytelling cues to stop Terry Jr. from opening a rift into the astral plane. Darryl reminisces about football, Henry reminisces about 90s computer games, Glenn reminisces about ultimate frisbee, and Ron steps up.
The dads assess their situation in the aftermath. Darryl confronts the looming task before him, Glenn's plan doesn't quite go as he hoped, Ron thinks outside the box, and Henry experiences some growth.
The dads hit the road en route to the tournament for knights in Meadowshade. Darryl dreams about football, Henry gathers more knowledge, Glenn spins out of control, and turns out Ron's more famous than he thought.
The battle begins! The dads are taken on a crash course on the finer points of the battle royale format. Darryl puts on his coach hat, Ron gets wood, Henry uses his wordsmith skills, and Glenn/Freddie is objectively correct about a commonly misused adage.
The tournament is on as the dads scramble to survive. Henry stretches, Glenn gets his hands dirty, Ron grows a few inches and establishes some key measurements, while Darryl embarrasses his son in front of his new friends.
The final minutes of the tournament tick down as the dads scramble to deal with the consequences of their actions in the Forgotten Realms.
The dads have won the tournament, and reap their just rewards! Darryl is not okay, Glenn is persuasive, Ron meets a hug, and Henry exhibits a powerful skill...
Join our merry band of woodland creatures as we attempt to hunt down Chad, the skateboarding witch hunter, and pluck out eyeballs from his skull to revive our beloved witch!
The dads pay their late fees. Darryl remembers he can attack twice, Henry makes use of one of the most useless spells in D&D, Ron/Beth demonstrates their skills, Glenn shows how much he cares.
The dads come to terms with the fact that they've become insanely wealthy, and reconcile with some of their past sins. Ron drives a hard bargain, Darryl reconnects with an old friend, Henry wrestles with a guilty conscience, and Glenn does some smooth talking.
Hot on the tail of Scam Likely, the dads must find the strength within to confront deep, powerful truths, and will come out of the ordeal forever changed.
The dads plan to sneak into Neverwinter fails immediately, and so they must confront the terrible mistakes of their past.
The dads delve deeper into the darkness of the pyramid along with intern Doug, bracing for the horrors that lie within...
The dads take a moment after the revelations of the previous episode to collect themselves, and gather mercenaries for the final assault....
The dads finally approach the dreaded Castle Ravenloft with an army of mercenaries in tow and engage in some creative problem solving.
On a windswept bridge outside Castle Ravenloft, the dads finally confront the purple robes face to face and negotiate for their sons.
Unsurprisingly, the negotiations with the Purple Robes do not go as planned.
The dads, with their sons now back, flee from the Purple Robes and decide to lay low for the night.
The dads learn how they can finally get home.
The dads find themselves completely defenseless as an army of orcs close in around them.
The dads conduct an arcane ritual to figure out how to get home.
The dads, Darryl, Henry, Ron, Glenn, and fan-fave Dennis join up with Walter the Immoral and decide on their next course of action!
The dads get down and dirty on the gridiron as Grant reconnects with Yeet Bigly and Darryl discovers his anchor.
The dads face Yeet and The Hottiez in the Supper Bowl finals.
Join the dads in this potentially canon adventure as they investigate a haunted house
The dads are shaken by an earth shattering revelation as Darryl takes a moment to finally talk to Grant.
The dads rendezvous with Walter the Immoral as they prepare to investigate Henry's anchor.
Henry gets closer to finding out more about himself and his past as the dads face a tough choice.
The dads enter the underground hatch and get transported into a whole 'nother role playing game system!
Henry, Ron, and the gang dive deeper into the dungeon, while Darryl learns about Glenn's bizarre machinations.
Henry learns the truth of his past and confronts his father.
The dads confront Barry Oak in his chambers.
Henry, Ron, Glenn, and Mr. Moustache draw from The Deck of Many Things, and nothing will ever be the same...
The dads battle an Avatar of Death as they chase after Glenn's soul as it soars through the sky.
The trial of Glenn Close begins as the dads face down an intimidating prosecutor.
The second day of the trial of the century begins as Glenn takes the stand to defend himself.
The trial draws to a close as the jury reaches a verdict and Glenn learns his fate.
A little bonus scene for the holidays as the dads get into the Christmas spirit! Thanks for listening to Dungeons and Daddies and we'll see you next year!
The dads have a hard time with Nick's new dad, while Glenn has a hard time doing hard time.
The dads and Jodie hatch a plan to infiltrate the Meth Bay Supermax. Meanwhile, Glenn hatches a plan of his own.
The dads and Jodie find themselves behind bars and confront the warden, while Glenn corrects a mistake.
The dads and Jodie showdown with the prison warden and offer a bargain.
The dads try and escape the Meth Bay Supermax.
The dads and Glenn enter Book Castle in hot pursuit of Jodie and Nicholas.
Mark Likely returns and presents the dads with a deal.
Souls swap between bodies.
The dads and Glenn leave their castle and run into some trouble.
The dads and Glenn continue their fight against two deadly aboleths.
The dads decompress (and are back to recording in person!) and prepare for their journey to Swankery Hill.
The dads come face-to-face with Willie as they investigate Ron's anchor.
The dads dig deep into Ron's mind to retrieve his anchor.
With all the anchors in hand, the dads plan their next move.
The dads begin the process of recruiting allies from all across the land for their final battle.
The dads come up with a plan to deal with Willie.
The dads pool their resources and big brain energy together to form their final plan of attack.
The dads prepare their sons for the fight and have a heart to heart with Glenn.
The dads pay their respects and skirmish with enemy forces as the final pieces of their plan fall into place.
Part one of the two-part finale. The dads execute their plan as the final battle ensues.
Part two. The season finale of Dungeons and Daddies: Season 1 - Odyssey. The dads confront the remaining Omega dads who stand between them and home.
In this special post-season after show, we go over the finale and give some insight into our thoughts and feelings about Season 1, our show, our characters, and D&D itself! We talk about the differences between being a player and being a characters, our individual approaches to the show, stinger endings, intros, our favorite bits, and the wild realization of how much of the DNA of this show is pure happenstance.
Our between-seasons mini series begins! Donut, Beignet, Cookie and Mochi are sucked into a strange new land, and must scratch 'n sniff their way through an enchanted forest to find a Very Good Boy.
The Dogs (and Cat) discover the beauty of the Hidden Valley, infiltrate Faerun's stand-up comedy scene, and make out a little.
It's the EPIC FINALE of Fetch Quest! Our fearless pups and courageous cat claw their way out of the Cirque De May and discover the secret origin of the Very Good Boy...
San Dimas, California, 1939. A washed up actor, a wanna be actor, a nervous producer, and an undercover reporter set out to uncover the mystery of a missing film...
Meryl, Robert, Hildy, and Stud board the midnight train towards Oak Ridge...
The gang of four arrive in Oak Ridge, and confront the unspeakable horrors that lie within...
In this end of year bonus episode, we bring you the first episode of our Patreon exclusive stretch goal miniseries Sons and Sonsability! It's the start of a new social season in regency-era London, and the Mothman sisters find themselves at a distinct disadvantage when faced with the daughters of a rival family.
The beleaguered Mothman sisters flail about as time slips, minute by minute, ever away from their grasp as the relentless march of The Season continues ever onward. But what greater secrets are yet to be revealed!?
The Season comes to a close and all is finally laid bare as the Mothman sisters take fate into their own hands to find the love they each desire. With so many unknowns swirling about, we can only be certain of one thing: after this social season, the world will never be the same.
The dads help Paeden get into an exclusive private school
Our first ever live event was at RTX 2023 over the summer, where we briefly returned as the daddies you know and love from season 1
The dice decides that the Season 1 dads must befriend an uwu animawl
The Season one dads return to help solve a convoluted love problem.
Join a lovable cast of cuddly bears as they attempt to pull off one last big score at HoneyCon...
Join the party-loving sexy idiot crew of the Raptor: engineer Harry Wrench, soldier Darius Throbottom, Dr. Shelly Tickle, and robot envoy C-69420 as they investigate a strange green planet in this sci-fi themed one shot, played in a system called Lasers & Feelings by John Harper!
Join a gang of goblins as they travel across a dangerous fantasy-ass battlefield to relieve a legendary hero of his valuable armor using... somewhat unorthodox tactics. Warning: This audio program contains annoying voices.
Join us as we construct a Coen Brother's-esque crime caper out of thin air in our first ever game of Fiasco! Our story, created for the theater of your mind, is called Bingo, and it's about a small town motel and zoo, a Russian bear, and a tangled web of love, lust, intrigue, and betrayal...
Join Charger Chainsaw, Dewey Lovemarket, Powder, and soon-to-be fan favorite Pudding as they descend into a brutal permadeath dungeon that is both a light playthrough of Chris McDowall's Electric Bastionland and an early test for a potential new podcast format!
A system where we play kids on bikes called Kids on Bikes! Will DMs this one!
Grab a protein shake and listen along as we play Grant Howitt's Himbo Treasure Hunt one-shot
In this month's Monthly Bonus of Indeterminate Content, Will takes the DM seat and we play Grant Howitt's The Witch House -- a prequel to a previous MBIC one-shot, The Witch is Dead.
n this month's Monthly Bonus of Indeterminate Content, Amanda Schuckman (who you might know as the Co-DM and the Rogan Family in Sons and Sonsability) joins us to play Nice Marines by everyone's tabletop game designer crush, Grant Howitt.
For this month's MBIC, the Dad Crew sits down to play the official BBC Doctor Who Roleplaying Game with a little amuse-bouche of Freddie quotes from BrainyQuotes.com.
The Dad Crew sits down to play the competitive fairy tale storytelling card game Once Upon A Time!
The Dad Crew sits down with some drinks (to sip RESPONSIBLY) and play a one shot by Isabella Vergun called Your New Best Friends, an rpg where everyone plays as a drunk girl in a bar bathroom surrounded by their new best friends (the other drunk girls in the bathroom).
For this month's MBIC, Matt leads the Dad Crew through the Grant Howitt animal crime game Stone the Crows.
Sometime in Season 1, Glenn introduces dads and Paeden to the infamous D&D module Tomb of Horrors!
Four teens get a pretty gnarly detention. They also find out things they didn't expect about their own family histories!
The teens confront horrors at the local elementary school where they must do battle with a monster obsessed with speedrunning.
The teens decompress and regroup after a solid effort at clearing their first incursion.
The teens become embroiled in an investigation concerning missing body parts.
It's the day of the big school dance, but WHO WILL THEY GO WITH!?
It's time to dance! But when stopping eldritch incursions on your reality is part of the festivities, this dance is going to be anything but normal!
The teens regroup after the dance and learn more about what is expected of them from one of their dads...
Lincoln lets his friends in on some important information as the teens have a slumber party to plan.
The teens are split by mysterious F.B.I. operatives as Link and Taylor fight for their lives and Normal and Scary attempt to prepare for a debate with the mayor.
We finally find out who wins the debate!!!
Everyone acts hella sus this episode.
Inside all of us there are two Scarys.
The teens finally get some gosh darned answers around here!
The teens get their bearings as they acclimate to their new surroundings.
The teens get into some combat which requires the hosts of this podcast to play the game Dungeons and Dragons super hard.
The teens start their first day of gainful employment at Papa John's.
The teens do what's known as "quiet quitting," wherein they attempt to keep up with the requirements of their employment while also quietly scheming up an escape plan.
The Teens attempt to put Papa Johns behind them by doing a series of crimes, but how will they explain this gap in their resumes? And will they finally get a long rest (teens require more sleep than adults, between 9-10 hours a night)??
The teens attempt to be saviors of the broken, the beaten, and the damned.
Scary steps into yet another leadership role as the team plots their next course of action.
The teens find themselves in a tense standoff with a familiar face.
The teens try to escape Erin O'Neil's forest with a miniature sun in tow!
The teens pay a visit to the Church of the Doodler.
Armed with the arcane knowledge of the Doodler, the teens return to their natural coast ready to save the world.
The teens tackle Principal Tony Pepperoni's loneliness.
The teens, sans Scary, regroup after the stunning betrayal.
The teens go to HELL!!!
A family reunion, kind of, as the teens discover the source of the anchor in HELL!
Game on, as the teens kick off the soccer match in HELL!
The teens recover from their epic showdown in HELL!
The teens resolve some internal issues.
The teens are straight up befuddled by a staggering betrayal.
The Goofs Realm, at last, and much to everyone's chagrin...
The teens must perform stand-up sets for a complete stranger.
The teens must make the necessary preparations to survive SPAAAACE
The teens barely have time to get their feet on solid ground before dodging BULLETS? And uh oh is that the Black Parade??
The teens and the dads cross paths as they move to find the final anchor.
All anchors are broken as the team prepares to commune with the Doodler.
The teens finally commune with The Doodler.
The teens and Dood head back to school.
A new ally joins the teens as they dodge an ambush and make their way to heaven.
The teens sneak into heaven with an unorthodox plan.
This episode happens in the year 1912!
The teens plan their next move while taking a moment to make amends.
The teens find out why Glenn and Terry are DUELING in HELL!
One way or another, Hell's getting a new puppet dictator...
As the teens seek crunchy munchy refuge, they must deal with the loss of a team member.
The teens discover the spicy Oak Family Drama behind Code Purple!
The teens attempt to ascend into Heaven.
The teens split and each enact their plans, inching them closer to a showdown with Willie.
Taylor's incredibly well laid plan is ruined! What now!?
The teens say a goodbye to a friend, summon a powerful new ally, and cook up one last stupid scheme to stop Willie Stampler once and for all.
The finale.
Dad Then There Were None: A Dadatha Christie Whodadit, our Patreon-only murder mystery mini-series featuring special guests Amanda Schuckman, Riley Rose Critchlow, and Elyse Willems!
Back for another special post-season after show, the Dad Crew sits down to talk through season two!
Episode 1 Join us in the dark mysterious fantasy world of Kingdom Death Monster, a boutique settlement roleplaying miniatures game that Matt spent way too much money on. Four naked and terrified survivors awaken from their dreamless sleep, fight their first horrific monster, and start their first settlement in a desperate attempt to bring light to an infinite darkness.
Episode 2 Join the Nadite people as they struggle to survive their first full Lantern Year in the dark hellscape of Kingdom Death Monster. After awakening from an unknowable slumber, our naked survivors found themselves under attack from a mysterious White Lion. Upon defeating the foul beast, they had not a moment to grieve their fallen friend, brave Daddy Momma. The first, but certainly not the last to die in their fight for survival. Our survivors came across a small lantern fire, with twelve other doomed souls huddled for warmth. It is there they founded their settlement. NAD POD. This is where we find ourselves. The leader Boofo, Hero fo the Hunt, has sent off 4 new survivors to hunt the creature known as GORM and bring back its corpse to feed and clothe the community.
Episode 3 The 3rd Lantern year, and the Nadites hunt for the origins of aliens screams that are driving the people mad. Boofo Di Peppo and his murdering love partner, Gorm Defeater lead the departing survivors on the hunt.
In a peachy little town, a pretty mid bowling team wins a deeply weird trophy…
Our heroes hatch a harebrained scheme to rescue Britannica that promptly goes up in flames...
Francis kisses and runs. Tony frightens the elderly. Kelsey lies to a cop. And Trudy swallows a long pointy object. Just another night at the movies!
Shocking secrets spill forth as Big Shane grills Kelsey, Trudy, and Tony about their ties to the Communist Party. Meanwhile, Francis remembers what it means to be a hero.
The team splits like a buncha bowling pins. Trudy meets some like-minded individuals, Francis and Kelsey adopt unorthodox survival tactics, and Tony blunders into a favor.
Tony lives, laughs, and loves. Francis gets a gift. Kelsey breaks a heart. And Trudy meets Jesus.
The Screams are reunited at last for Kelsey’s big boxing match!
The post-fight interview does not go well.
Kelsey, Trudy and Francis discover the shocking secret origin of Project Heartland! Meanwhile Tony shrinks from the challenge.
The team gets a front row seat to yet another underground fight (of sorts).
Francis works his second job. Kelsey watches her favorite show. And Trudy reunites with her 2.5 beauuuuuuutiful children.
The team puts their heads together to find out what happened to the original Trudy Trout.
The team crosses paths with a familiar face in an unfamiliar place.
The ‘Screams (and Blake) make Big Moves, meet some Big Feet, and slap a Big Jerk right in his nerdy Nazi face.
Trudy, Blake, Kelsey and Francis zip through thousands of years of Bigfoot history with JENKINS, their new best bud in the whole wide world!!
Trudy and her friends race to her home to save Timmy, and face down Tucker once and for all.