The Medusa's Cascade

The Medusa's Cascade

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The Medusa's Cascade episodes

  • Blood & Booze - City of Dragons
    Trouble in Zur Algud Ch. 1


    With the battle still underway, the group uses all they have in their various kits. The cleric begins to look hurt, but the fight is far from over. In retaliation towards Thorak, the cleric casts Harm on one half of the Slash Bros. Valen, trying to test his luck with his magical flask, drinks an Elven Ale called PolyPilsner, which polymorphs the monk into a canary. Chan summons a flame strike on the flesh effigy, and it does even more damage than expected; as a result, her flames that she's done so well to control and suppress thus far are now beginning to go wild. A giant sunbeam from the Mad Cleric takes out a good number of the team, rendering them unconscious. The team's own cleric, Thorak, helps Chantico back up with a Cure Wounds spell. As she comes to, she uses burning hands on the cleric of Hastur, finally putting an end to him. 


    They don't have time to celebrate; they pick up their fallen allies and begin to make a fast exit. The blob makes an unsettling sound that brings back some "familiar" faces. The andrite in the mines begins to explode as the group attempts to flee and fight as they head out of the mines. Chan calls to the Daughters of Creation and Enya to aid in the safe exit of her friends and companions. Calling three scorching rays towards the monsters closing in on the group, which coalesces into a sphere surrounding the group as Enya attempts to teleport them out. It is successful, and in a flash they are outside the mines, and as they look behind them, they feel the immense explosion that erupts from the mines. After the smoke and dust settles, they realize that Chan is no longer with them.


    The party is embraced, arriving in Tradeshore as heroes, as Hanith Blackburn sent word of their heroic deeds. They are offered a reward to Zur Algud to celebrate the upcoming Festival of the Children, accommodations at the Ebon Wing Lodge, a 10g-a-day stipend, and access to the family's teleportation circles to travel to and from. We finish with the varying accounts of what the party did in the three weeks leading up to their travel for the festival. From one adventure to the next, they sharpen their skills, broaden their horizons, and prepare for a time of reprieve and revelry if it were only that simple.


    There's so much happening, and that's where we pick up…


    Find out what happens next in this episode of the Medusa’s Cascade: Blood & Booze

    Theme Music is written and performed by Efflorescence

    Title Card by Pierce Graphics 

    Mixed by Thomas Lapierre III

    Check out the show at themedusascascade.com

    Hosted on Acast. See acast.com/privacy for more information.

    2 hr 16 min
  • Collateral Damage - The Twist
    The Blooming Court Ch. 12


    The party glances at the true Song Bloom and chooses one that they think will please the Queen. It, however, takes some time and teamwork to figure out how to properly remove it and keep it intact and healthy for travel. Zechs manages to uproot the Song Bloom and, with the aid of Galahad, makes a makeshift pot for it to travel with. 


    Before heading to the Queen straightaway, the group, using Arguile's Rope Trick spell, devises a plan for what they should do if things inevitably go sideways. Taking all possible scenarios into account, they agree to try to avoid fighting at all costs, but if it comes down to it, so be it. 


    The party presents the Song Bloom for the Queen's approval, but after getting what she wanted, she promptly leaves, and a fight between her guards and the party ensues. The twist? A familiar halberd wielder joins the fray as The Executioner makes her attack as well. The fight is intense as each side pulls out its big guns, trying to overwhelm its opposition. Ultimately, through a lot of teamwork, grit, and heavy swings of their weapons, the party manages to shift the tide to interrogate The Executioner when the dust settles. 


    There's so much happening, and that's where we pick up…


    Find out what happens next in this episode of the Medusa’s Cascade: Collateral Damage!

    Theme Music is written and performed by Efflorescence

    Mixed by Thomas Lapierre III

    Title Card by Pierce Graphics 

    Check out the show at themedusascascade.com

    Hosted on Acast. See acast.com/privacy for more information.

    2 hr 10 min
  • Collateral Damage - The Songbloom
    The Blooming Court Ch. 11


    We pick back up with Glad, who comes face to face with the Daughter of the Vine. It is here that she is told the circumstances of her birth, or rather, how she came to be. It's not an easy tale to tell, nor is it easy to receive. The Daughter speaks of Corellon and his making of what would become her siblings, or the ones who came before her. Sharing in great detail their purpose and their intention. Finally ending with Glad's story.


    Glad, very torn between distraught and trying to wrap her head around what she has just heard, continues to listen and take in what the Daughter tells her. Feeling uncertain about what she's to do and watching the world crumble beneath her feet, Glad tells the Daughter that, while she's been on this journey, she's slowly discovered who she was and is now conflicted by the truth that clashes with her identity. The Daughter tells her that she is who she chooses to be and not where she came from. She has made conscious decisions to be who she is, and she has not done so out of obedience or command. Glad feels reassurance that she hasn't felt in quite some time, as well as recognition that she was doing well. The Daughter informs her that there is no trial for her to endure for her blessing, as this entire journey has been her trial. With that, they embrace in a much-needed hug. 


    On the outside, the party, still waiting for Glad, is discussing their next steps. Some feel as though they shouldn't incur the scorn of the Fey by disregarding the Queen's request for the Song Bloom, and on the other side, some wish to heed the warning of Shankise and be instruments in starting a war. This all happens as Glad is speaking with the Daughter and continues upon her exit. Eventually, the party leaves it to speak with the Treants, hoping to reach a peaceful third option. 


    Exiting the lake, the group heads back the way they came, and upon entering Treant territory, they decide the bards should speak with them to reach a peaceful resolution to their predicament. The Treants receive the party and invite them to speak with the elders about what was asked of them and by whom. The party is then informed of the ramifications of what would occur if they got the Song Bloom and began to question the nuances of THE Song Bloom and A Song Bloom, hoping that by not taking THE Song Bloom, they can avert the Queen's intention of starting a war while not incurring her wrath for finding a loophole.


    There's so much happening, and that's where we pick up…


    Find out what happens next in this episode of the Medusa’s Cascade: Collateral Damage! 

    Theme Music is written and performed by Efflorescence

    Mixed by Thomas Lapierre III

    Title Card by Pierce Graphics 

    Check out the show at themedusascascade.com

    Hosted on Acast. See acast.com/privacy for more information.

    2 hr 12 min
  • Field Reports 30: The Blooming Court

    Amid a desperate retreat through Ors Themar, the party is scattered and under relentless pressure. A draegloth pins down Arguile, Shanks teeters on the brink of death, Galahad draws constant enemy fire, and Yurik struggles to regroup with the others. Through quick thinking, Zechs, Salix, Duo, and the rest manage to extract Arguile, rescue Shanks, free Galahad, Turk, and Glad from a magical binding, and reunite the party. They are then led to safety by Enich, Yurik's son and Arguile's half-brother, who provides refuge, shares what he knows of Ors Themar, and helps them recover before guiding them toward an escape route. After narrowly escaping the city, the party reflects on what they've witnessed during camp while Arguile's mysterious stone rapidly counts down. Shanks discovers a copper coin and a raven's feather, and growing signs point to Arioch's manipulation. Racing back into the city after the stone reaches zero, they find Dorna missing, identify Yurik's sword as Tempest's Edge, and rush to answer Shepard Miles' summons.


    At the cemetery, Arioch reveals the devastating truth: Yurik is Arguile's biological father, having sacrificed his own heart to save his son at the cost of everyone's memories. Later reunited with Dorna through Arioch's cruel amusement, the two unknowingly had Enich together. Arioch forces father and son to duel for the right to become his general, threatening to endlessly kill and resurrect Dorna until they comply while infecting Enich with the same deadly illness that once plagued Arguile. Though the party aids from the sidelines, they are powerless to stop him. Yurik ultimately chooses to go willingly with Arioch after an emotional farewell, leaving the party to battle Shepard Miles' forces. The ensuing fight quickly becomes a brutal uphill struggle as a necromancer raises undead, a monk repeatedly stuns Galahad and Turk, and the enemy relentlessly presses its advantage. Galahad receives Bahamut's blessing after falling in battle, rising with divine power. At the same time, Arguile slays the cleric, Shanks, Arguile, and Zechs eliminate the monk, and the remaining undead are slowly cleared. The battle reaches its darkest moment when the necromancer casts Power Word Kill, instantly killing Shanks before later dropping Turk with Cone of Cold, while Zechs also falls unconscious.


    As each fallen hero enters the Veil, they receive life-changing encounters: Shanks speaks with The Hunter, fully awakening Mind's Eye, and later receives the Matron of Ravens' blessing to oppose the Constable; Turk confronts Kas the Bloody-Handed, who strips him of his warlock powers after he refuses to serve him further; and Zechs finds peace with Tumra, the Snow Leopard, awakening with her white handprint upon him. Salix ultimately revives Shanks, the party defeats the remaining enemies, and the family reunites before returning to the city. Though shaken, they recover what spoils they can, spend an evening mourning and celebrating with matching tattoos, share their divine experiences, and help Galahad acquire a Belt of Giant Strength. With new equipment, plans to retrieve Glad's boon, and a long-overdue trip to the Ren Faire ahead, the party finally earns a brief respite after one of the most harrowing chapters of their journey.


    There’s so much happening, and we pick up with arc 30, “The Blooming Court”. 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 Efflorescence

    Mixed by Thomas Lapierre III

    Title Card by Pierce Graphics 

    Check out the show at themedusascascade.com

    Hosted on Acast. See acast.com/privacy for more information.

    21 min
  • Blood & Booze - Wild Fire
    The Serpent's Strait Ch. 12


    As Thorak turns to throw the flaming javelin, the priest laughs maniacally. Thorak gives him some parting words for his patron, Hastor. With that, the party runs like hell to escape the inevitable blast, most of the members falling unconscious in the process. Chan, being one of the lucky ones, heals and brings back her comrades from the brink of death in tandem with Bob. Dona casts Pass Without Trace as the group slips away from the crowd of onlookers, and Chan stays behind to confirm a body. 


    The group slips out to the outskirts of the city to rest up and gather themselves until Chan comes back with confirmation that the priest died in the explosion. Their luck isn't that good as Chan realizes that the priest escaped and will likely be back at the mines. Tired, battered, and bruised, they decide it's probably best for a long rest if they are to intercept the priest to put an end to him once and for all.


    During the night, while on watch outside the mining town of Blackburn, Chan informs Ursus that "it's happening again." The large bonfire and madness celebration of the denizens of the town. The party makes their way towards the mines after their past selves leave the town, and the tension is palpable. It's been a stressful few days, and their well-laid plans have been thwarted. In the mines, they can feel a palpable sense of unease amongst them all. They are greeted by the mad priest, and pleasantries are short before the fight begins. 


    It's a long, drawn-out, and frustrating fight. Spells are thrown from both sides; they temporarily lose their monk, and key players are immobile for most of the fight. How this ends is anyone's guess. We can only hope that the party comes out on top. 


    There's so much happening, and that's where we pick up…


    Find out what happens next in this episode of the Medusa’s Cascade: Blood & Booze!

    Theme Music is written and performed by Efflorescence

    Title Card by Pierce Graphics 

    Mixed by Thomas Lapierre III

    Check out the show at themedusascascade.com

    Hosted on Acast. See acast.com/privacy for more information.

    2 hr 10 min
  • Collateral Damage - The Fourth Vessel
    The Blooming Court Ch. 10


    Rested and relieved in the Magnificent Mansion, the group breaks into different conversations. Arguile helps Turk with his Thieves' Cant; Zechs fiddles with the multitool, prompting him to tell Shanks about the tools at his disposal and ask if any can help; and he later goes to Hoshino's room to check in on him, as he knows that he's feeling the results of weeks and months of reconnaissance with the Journeyman, after which Zechs shares his experience meeting Tumra.


    Before starting the day's journey, Shanks goes out to scout and informs the group that there are more trees there than there were the previous day. After leaving the mansion, the party is contacted mentally by the Queen, displeased that the group passed their intended destination. A tense exchange occurs primarily between Hoshino and the Queen, and Hoshino convinces the Queen that the group will indeed retrieve the Song Bloom, on the way back from taking care of their other business, retrieving Glad's boon. The Queen, very obviously impatient and suspicious, tells the party to wrap up what they're doing quickly and retrieve the Song Bloom by day's end. 


    Slightly relieved to have the conversation over, the group looks to Glad for guidance on where to go next and what to do. Looking out over the lake, Glad meditates briefly, then informs everyone that they will have to trust her, but they will need to wait until high noon before they can go anywhere. They understand her and reassure her that they trust her. They kill some time having a bit of a beach day before Glad slowly heads into the lake, and suddenly disappears.


    The group, concerned, tries to follow her in her wake and succeeds in reaching the temple entrance, where they seem to be looking at the water's surface from below their feet and can breathe normally. Once inside, Hoshino asks the group to gather for a spirit session to gather the magical energy needed for the Commune spell. Calling upon the Daughter of the Vine, he asks about their task at hand and what they should do. He gets answers, but not necessarily the ones he was at the very least expecting. 


    Glad and the party traverse deeper into the temple and eventually find an orb that transfers Glad away from the party. Mildly concerned, they try to follow her, but to no avail. We end with the party discussing their exit strategy and whether they will continue to be pawns in the Queen's plans or suffer the wrath of defying the Fey Queen and heeding Shankise's warning to cease what they're doing.


    There's so much happening, and that's where we pick up…


    Find out what happens next in this episode of the Medusa’s Cascade: Collateral Damage!

    Theme Music is written and performed by Efflorescence

    Mixed by Thomas Lapierre III

    Title Card by Pierce Graphics 

    Check out the show at themedusascascade.com

    Hosted on Acast. See acast.com/privacy for more information.

    2 hr 7 min
  • Personnel Files - Zechs

    Many characters appear in this campaign, and quite a few have joined Collateral Damage for varying lengths. Listen to the Journeyman’s audio logs about these characters to better understand their origins. We continue the series with Tabaxi Ranger: Zechs.


    Written, read, and recorded by Thomas Lapierre III

    Title Card by Pierce Graphics

    Check out the show at themedusascascade.com

    Hosted on Acast. See acast.com/privacy for more information.

    6 min
  • Collateral Damage - Trust in Her
    The Blooming Court Ch. 9


    We start with the group after their encounter with Shankise and his grim warning. The group meets to decide how to move forward, and Zechs suggests rushing through to widen the gap between the party and their overseers. The idea being that if they can widen the gap, it would give them time to reach Glad's boon and go the long way around the treants to avoid it without raising too much suspicion. It's not an impossible idea, though it wouldn't be easy by any means, as the group will be running at full speed with Zechs leading the way and the group following closely in tow. While it happened as planned, we encountered minor difficulties that could have become major hurdles without the group's teamwork.


    Upon finishing their trek, they find a camp and ask Hoshino to provide a haven for the night so they can rest in peace, given the environment and their previous encounters. It's not quite as lavish as their last stay in the Magnificent Mansion, but it's far better than the alternative, and for that, they're grateful. After some food, conversation, and rest, we see Glad in a dream where she is shown the location of The Daughter of the Vine. The morning comes, and with a full night of stressless sleep, the party feels a wave of exhaustion lifted for them. With everyone but Shanks downstairs for breakfast, Zechs takes it upon himself to check in on him. To no one's surprise, he's been burning the midnight oil and has been tinkering with some of the tools in his kit. First showing Zechs the dismantled "bombs away" and telling Duo he's made him a frag grenade he can take into combat in the future. This gets Zechs' wheels turning, and he informs Shanks that he'll work with him and Salix on some new toys moving forward. After a brief discussion on death, morality, and the judgment of the many for the sins of some, they move forward with the plan to have Shanks scout. 


    While the next leg of the journey isn't a sprint, as it was the previous day, it is still quite the trek, and the land is showing its feywild nature with every step. There are some combined efforts of stealth and utilizing everyone's kits to help them traverse the terrain, and it shows just how far the group has come, not only individually but as a team as well. All this gets them through the treants' area and to the supposed location of the temple. Eventually coming up to a lake with water that almost looks like glass, still and serene. The group takes the time to rest and gather themselves. 


    There's so much happening, and that's where we pick up…


    Find out what happens next in this episode of the Medusa’s Cascade: Collateral Damage!

    Theme Music is written and performed by Efflorescence

    Mixed by Thomas Lapierre III

    Title Card by Pierce Graphics 

    Check out the show at themedusascascade.com

    Hosted on Acast. See acast.com/privacy for more information.

    2 hr 19 min
  • Personnel Files - Shanks

    Many characters appear in this campaign, and quite a few have joined Collateral Damage for varying lengths. Listen to the Journeyman’s audio logs about these characters to better understand their origins. We continue the series with Elven Archer: Shanks.


    Written, read, and recorded by Thomas Lapierre III

    Title Card by Pierce Graphics

    Check out the show at themedusascascade.com

    Hosted on Acast. See acast.com/privacy for more information.

    7 min
  • Personnel Files - Salix

    Many characters appear in this campaign, and quite a few have joined Collateral Damage for varying lengths. Listen to the Journeyman’s audio logs about these characters to better understand their origins. We continue the series with Elven (Voidwalker) Hermit: Salix.


    Written, read, and recorded by Thomas Lapierre III

    Title Card by Pierce Graphics

    Check out the show at themedusascascade.com

    Hosted on Acast. See acast.com/privacy for more information.

    6 min

About The Medusa's Cascade

From the publisher's feed

D&D 5E actual-play homebrew podcast featuring a mysterious tavern known only as The Medusa's Cascade, that follows the adventuring parties Collateral Damage and Blood & Booze (Season 1…