Share The Medusa's Cascade
Share to email
Share to Facebook
Share to X
By The Medusa’s Cascade
5
33 ratings
The podcast currently has 214 episodes available.
The party makes last-minute preparations for their travel, ensuring they don’t forget anything as they don’t know if and when they’ll be back in Drose. Zechs gives Hoshino a 2nd level Moonbeam scroll that he’s been holding onto for quite some time. Before long, the group is back on the Swift Hummingbird, and we find Hoshino and Arguile creating scrolls out of the spell book the party found ages ago that belonged to the Arcanoloth. The two make a great pair and manage to successfully pull quite a few scrolls before they decide not to push their good luck any further. As the last pull happens, Shanks initially bets the ship's gunner for some coin, but the gunner suggests that if Hoshino is flawless in his execution, he’ll throw in a personal recipe for plastique. Hoshino is successful, and Shanks is told he will have the recipe later that day.
We pick back up with the party as they begin planning for the day. Zechs and Galahad go shopping, and Zechs gets the party an item for communication called “The Spies Murmur.” After returning and giving the items to the group, he informs Galahad and Shanks about his current condition in fighting Malar. He asks for their help in training him to be more efficient in what he excels at and not trying to fit the parts of the group where he feels need covering. Afterward, Shanks informs Arguile that he knows what’s happening with his mom and that while he’s in no place to force him to disclose the information with the rest of the team, he ensures Arguile that he has his back. Arguile confirms the information and lets Shanks know that he has things in motion already and will present them to the group when that is all ready.
Shanks returns triumphant and looks like hell from his battle with the giant purple worm. He and Jrehg share that the tunnels left behind were used in the attempted siege of Drose. After that, they reveal the poison, which they confirm is just as valuable as deadly. After the group begins to disperse, Greyleaf is approached by Arguile regarding helping him with a huge favor. Through a sending stone, Greyleaf sets up a meeting with Arguile and his contact, who is revealed to be Rig. Before they get down to business, Rig and Greyleaf share a warm hug and show a side of both of them; Arguile nor the group indeed had seen while they all traveled together.
Hey everyone, welcome to the seventh Divergent Paths cut scene. This month we've gone to the coastal city of Nereas in Granzia. This is a deep cut coming from the backstory of former party member Attros. While his story isn't visible, things are still in play. The party doesn't know this information, but now you do.
Written and read by Thomas Lapierre III
Check out the show at themedusascascade.com
Our scattered heroes met back up in Tradeshore at a tavern called “The Witty Glaive.” Bob and Dona are the first to arrive, with Ursus and Thorak behind them, and Valen, who finally arrives. The group decides to indulge in food, drink, and revelry as they all want to catch each other up on what has been happening to them. They have orders placed with Hebrin Steelebelly, a dwarf who helps run the establishment that Ursus and Thorak now own. We start with Thorak and Ursus in the desert. Having recently saved a woman, they are catching their breath and planning for what’s next. Thorak sees Ursus and the woman getting along well, so he walks outside and makes some animal friends. Urusus and the woman continue to talk, but Urusus can’t help but find himself enamored with the woman. Unfortunately, her rescue was a ruse, and she is a succubus. Thorak learns something is off with the situation when one of the animals tells him many people go in, but they never return from that place. Thorak rushes in, catching the two in an awkward situation, and begins fighting the succubus while trying to convince Urusus that she’s bad news. The fight ends with her escape, Ursus returns to his senses, and the Slash Brothers raiding and torching her place. We then glimpse a grizzly scene where Bob and Dona are, a burning ship coming into shore, and screams are heard in the distance. Upon getting to the ship to help, they do what they can to save anyone and douse the intense flames. They end their tale by saying that most of the people are deceased, and a flag is recognized by one of the crew as “their brothers.” Finally, Valen tells the group what happened after he ran through the soft spot, taking Soris, the child. He explains they found themselves on top of a large isle where an airship found them and gave them safe passage. JM notes that Valen tells the truth as best as possible, as he was sworn to secrecy for a large chunk of what transpired. He brought Soris to a hidden city in the sky inhabited by Hilderfolk, who were expecting the arrival of Soris and Valen. Valen learns that Soris is not an Uniluum child but a rare amethyst dragon and a descendant of a legendary dragon that helped stop a disaster. Soris reveals himself in his proper dragon form and thanks Valen for being with him and being his friend. Soris and Valen have a touching exchange, and Valen promises to stay with Soris for a bit to help him settle in. If he truly wishes to stay, he would not stop but would encourage him to check out where their original destination was if he may be needed there as well. It is decided that Valen would tell the skyship to go on without him and that he was grateful to them for their aid. Valen informs Soris that he will stay with him as long as possible but must depart soon to meet back up with the party. Valen tells Soris his decisions are his own, and he won't try to persuade him to pursue the other location any longer. He finishes by saying that, eventually, he will make his way there to see what that’s like and do what he can to stay in touch with Soris. We finish with the group, making plans for what’s to come.
Theme Music "Sunk Cost Fallacy" is written and performed by The Floating Lighthouse
Mixed by Thomas Lapierre III
Check out the show at themedusascascade.com
The party gathers for breakfast, and Galahad shares his recent conversation with Bahamut, where he learns he is now officially his Champion. He reflects on his happiness, primarily from his achievements in battle, and discusses the looming threat from his father, who controls a titan and plans to avenge the Ridge. Arguile offers to help Galahad communicate with Arioch, raising concerns about the approaching confrontation. The conversation shifts to Zechs’ situation with Malar, and Galahad urges him to resolve it before they leave Sloane, noting the strain it places on him. They discuss the complexities of Zechs' connection to Malar and the possibility of finding a solution.
Galahad and Zechs then set off to find the Dawnstalkers, a group that Zechs hopes can guide him in his paladin journey. Along the way, Galahad speaks about Bahamut’s advice regarding Malar, emphasizing the need to free Zechs from his grasp. Zechs admits he hadn’t expected to resolve this issue so soon but agrees to continue. Upon meeting the Dawnstalkers, led by a Leonin named Siaxa, Zechs explains his desire to choose a paladin oath that will allow him to protect those he cares about. Siaxa emphasizes the seriousness of taking such an oath, advising Zechs to carefully consider his commitment before moving forward. They also discuss the history of the order and its connection to the natural world, resonating with Zechs’ background as a ranger.
By the end of their discussion, Zechs realizes that the Packwarden oath aligns with his values and protective instincts. Siaxa and Galahad reassure him that the path he’s considering is right for him, though he must overcome any lingering doubts. Zechs expresses gratitude for their guidance and acknowledges that this journey will differ from his experiences. He feels more confident in his decision, ready to embrace the challenges ahead as he continues to navigate his paladin journey with the support of his friends.
There's so much happening, and that's where we pick up…
We return to Shanks’ training with Jrehg in the Forgotten Quarter. They start by traversing down the tunnels left by the Draegoloths that wreaked havoc in the city. The further they explore, the more they begin to see that those same creatures could not have created these tunnels. Instead, they must have been made by something even larger than them… much larger! Jrehg informs Shanks that this is the work of Purple Worms, fortunately, an adolescent, but that is not to say it worked alone. The pair continue, and Jrehg asks Shanks plainly: “What do you intend me to teach you? You are already a skilled fighter, but is there something different you are looking for instead”? Shanks informs his new mentor that he wishes Jrehg would help him reconnect to the pieces of him that feel shattered and fragmented in his mind. He wants to, simply put, feel whole again. He wants to figure out how to regain some of the control that seems to be constantly outside his grasp.
Jrehg begins to give Shanks a brief but informative history lesson on Sloane’s “Wandering Hills.” His takeaway is: “The only thing in your control is how you handle yourself. You can not control how others within your traveling party, whether they be your friends, your family, your compatriots… The only variables you can truly account for are the things inherent to you.” He explains that Shanks is skilled, insightful, and attentive… His skills will undoubtedly benefit others, especially those in the party, but he can not control what they do with the information that his skills provide them. Shanks can not force balance or understanding… despite his best efforts, sometimes people must learn the hard way, him included.
Their travel continues to be deeply philosophical and eye-opening for our resident sharpshooter. They speak on a wide array of topics that help give Shanks the sense of clarity he’s been seeking. As their conversation begins to wrap up, they find themselves in a large cavern, where the pair stops to assess the area. As they do, they hear something massive quickly approaching them. A fight with a purple worm commences! While the two came out on top, it was not an easy fight. Jrehg was swallowed whole, and Shanks nearly knocked on death’s door. The two heal up, scavenge what they can from the felled creature, and call it a successful lesson for Shanks.
There's so much happening, and that's where we pick up…
With the help of Galahad, Hoshino, and Arguile, Shanks realizes that connecting with Zechs requires speaking to him rather than at him. They have a heartfelt conversation that brings them closer than ever. Arguile dreams from the perspective of a man named Urich, interacting with his mother, Dorna, in the strange land of Narkorua. Galahad receives a vision guiding him to a Uniluum warrior in Drose. The group then encounters a floating stone face, offering three questions. Through these, they gain prophecies about the future, including insights into Zechs's situation with Malar.
As the group navigates these revelations, Shanks dreams of an orcish figure, and Glad encounters her alternate self in a vivid interaction about her faith and the death of her husband. Various group members have visions and dreams tied to their past and future, including Hoshino seeing a mysterious woman and Salix communicating with a Void Dragon. Once they arrive in Drose, they meet Chantico, the protector of the Eternal Flame, and are split up to complete their tasks. Galahad is tasked with mentoring Xoco, a Guardian of Drose, and the rest of the group meets Tozi, who provides them with crucial historical insights.
As they explore the city, Arguile and Shanks are robbed by an old man and his cat but successfully retrieve their stolen goods after a tense exchange. Zechs meets Isolde, a tiefling scholar, who gives him essential knowledge about Malar and his role within the Pantheran Pantheon. The group reconnects later, sharing updates on their tasks and planning their next steps. Galahad takes on his role as Xoco’s mentor, and the group prepares to face new challenges in Drose.
There’s so much happening, and we pick up with arc 22, “ The Second Coming”. How will the rest of this story unfold? Find out next time on the Medusa’s Cascade: Collateral Damage!
Theme music is written and performed by The Floating Lighthouse
Read & Mixed by Thomas Lapierre III
Check out the show at themedusascascade.com
It’s been three weeks since last we heard from our party. Things went off the rails when some dragons showed up at the Monastery of Perpetuity. Valen dipped out with the Unillum child Soris, Thorak & Ursus went after them, and Dona & Bob jumped the following night. They ended up in vastly different parts of the plane. Luckily Dona and Bob found themselves a tavern (The Second Turtle Inn) and a Bard in Tradeshore, named Roscoe, who could send out a message to their friends. The message boiled down to “Get your asses down to Tradeshore so we can regroup and figure out what to do from here.” Over the next three weeks Thorak, Ursus, and Valen found their way down to the southern coastal city of Tradeshore. Bob, Dona, and Valen reconnect first, and while they’re exploring the city they happen in a tavern called the Witty Glaive. And that is where we pick up…
Theme Music "Sunk Cost Fallacy" is written and performed by The Floating Lighthouse
We return to the group as Hoshino begins a Spirit Session. A spattering of different spirits arrives and helps guide him to the knowledge he seeks. With the acquired Legend Lore spell, he begins to gather the group again to perform the ritual. He seeks information on Iolan and gains somewhat cryptic information regarding her after the spell. The group gathers that there is a throughline of connection to Antithesis, Iolan, and Hoshino. After more thought and talk surrounding the Legend Lore, the group hears a voice saying, “That was impressive.” An unfamiliar voice to Hoshino in particular, but the group as well… until they turn to see Kyver in their presence… except… changed somehow? His accent is gone, he looks presentable, and he informs the group that he goes by the name Greyleaf. Rapidly, questions, disbelief, relief, and jokes form.
The podcast currently has 214 episodes available.