
Sign up to save your podcasts
Or


Hey everyone, and welcome to the eighteenth Divergent Paths cut scene. This particular character has only appeared once in the podcast thus far, in Episode 62, The Herald of Tiamat. For those of you who have been with us since the beginning, you finally get a peek inside the mind of Galahad's mentor, Antonius. The party doesn't know this information, but you do.
Written and read 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.
With their guide, Ernie, providing the information he could about the goings-on at the mine, the information was troubling, and it was clear that the mine was not for the faint of heart. Chantico appears visibly uncomfortable as she has been actively suppressing her magic. Upon further taking a look at Chan, Valen realizes it's not her suppressing her magic so much as it is that her flame has been dimmed, as if she is not feeling herself fully.
Eventually, a plan emerges to investigate the depths of the mine further, using Dona riding a polymorphed Ursus as a giant spider, and Thorak using beast sense on him. What they find, or rather what they think they sensed, leaves the three with more questions and uneasiness. Eventually, they briefly reconnect over drinks and attempt to put their heads together to discuss their findings. Bob & Thorak put their heads together and determined that some of the markings they had found correlated with the King in Yellow.
That evening, plans are made to set up lodging in one of the abandoned homes, and sleep in shifts to catch any strange activity happening from an adjacent building. Bob would act as bait, and the other party members would swoop in if anything went awry. If only things were that simple. That evening. Ursus is visited by one of the ashen children, and this mysterious adventure only gets more bizarre.
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 and Booze
Theme Music is written and performed by Efflorescence
Mixed by Thomas Lapierre III
Check out the show at themedusascascade.com
Hosted on Acast. See acast.com/privacy for more information.
Shanks brings the house down, and in a way, sets the stage for this next fight to take place. As he scales down while avoiding debris, he also takes note that he didn't kill his intended target, but at the very least, he's immobilized from what he can tell. Keeping communication going with Zechs, trying his best to maintain a line of sight, and scaling down the rugged terrain is taking every bit of mental energy from our demolition elf.
Meanwhile, the party faces off against an iron golem, multiple Chasme, scavengers, and has Armenites incoming. While they aren't taking heavy damage by any means, they are already feeling the fatigue, mental drain, and dwindling resources as they face off against another seemingly endless wave of enemies. The once quiet streets of Ors Themar now grow louder with the clanging of metal, buzzing of chasime, hoofs in the distance nearing closer, and spells being shot off from the spell casters. It's still too early to call a winner; there's a lot of fight left to have, and so much of the city still to explore.
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.
As the party continues their short rest, taking stock, and figuring out next steps, Shanks is in pursuit of their sniper assailant. When the group is ready to go, thanks to the help of Yurik's sentient blade, they begin heading deeper into the city. The once-bustling streets and seemingly thriving city look nothing like what was described before the invasion took place. A marketplace now in ruins, the group splits to cover more ground and look for clues as to where Enich can be. Thankfully, Arguile knows Thieves' Cant and can make out some messages that help clue him into a possible location for his brother. The party makes their way inside a shop to investigate further.
As this is happening, Zechs is getting information relayed to him via Shanks. He's in pursuit of the sniper, and he suspects the group is being tracked somehow, again. Zechs relays the information to the group, and Arguile begins to ritually cast identify until they hear something significant approaching them outside. Glad, Yurik, and Galahad immediately go outside, with the rest following soon after. They find themselves face-to-face with a large iron golem, and another fight commences.
It's not much later that they hear even more enemies approaching them, and the party braces itself for another long and arduous fight. Meanwhile, at the sniper's last known location, Shanks is making a tactical assessment of how to approach and what out of his bag of goodies he can use to bring the house down. After some time, a lot of triple-checking his work, and a lot of second-guessing himself, he decides how he's going to make quite the explosive display and not get himself caught in the blast. The pieces are set, the match is lit, and a fuse is ready to go boom!
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.
We pick back up in the midst of the group’s current skirmish and ambush against an unending number of foes. It’s a stressful and taxing fight on every level. As time passes and resources are exhausted, the group begins to make some headway, but their brief moment of reprieve is met with even more opposition. It’s a numbers game, and the enemy has them in spades. Knowing this, they continue to fight their way through and into the city. Eventually, they finally see the end of this wave of assault and can stop, regroup, and assess their next movements. As Galahad gathers materials to bring back in exchange for his new belt and the group begins looting, Shanks heads to the sniper tower to investigate further and see what he can make of their assailant, and relays his findings to Zechs via the Spies Murmur. It’s here that he stumbles into a trap laid out just for this occasion, a well-placed Alarm spell placed just at the foot of this perch in the path leading up to it, hidden well.
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.
Following the intense battles with Malar and Enich, Zechs collapses in exhaustion and is taken to his parents’ home to recover. At the same time, Galahad marks the ritual site to prevent further sacrifices. That evening, the party celebrates their hard-won victory at the Faint Mandolin and Jaded Kitty Kat, sharing drinks, reflections, and heartfelt moments—Turk earns his title “THE Turk,” and Greyleaf connects deeply with him over magic and family. Before the night ends, the mysterious Ickra appears with critical news: updates from JM, the status of Argo, warnings of fiend activity in Ors Themar, threats to the arcane balance in Mechfall, and a chilling note that Arguile has another alternate—one with a rifle. Meanwhile, Zechs dreams of his childhood sacrifice, recalling The Constable calling him "Quill" and suggesting his role is tied to destiny, not malice. Upon waking, Zechs reflects on the weight of his powers and joins the others to discuss next steps, including Galahad’s coming confrontation in Granzia and finding Arguile’s mother.
As the group departs for Iwi, they briefly reunite with past allies Cereius, Attros, and Doctor Honeydew, noting significant changes in their magical gear and a new ally, We Ahqua. Flashbacks reveal Arguile fleeing mid-heist under the curse of lycanthropy, with Greyleaf, Duo, and Shanks tracking him down and subduing him until morning. With the curse lifted, the group reconnects, makes camp, and prepares for the next leg of their journey. After notifying their families and arranging travel via Rig, they arrive in Nykorua and begin adjusting—Arguile’s hometown is alien to most of the party, leading to humorous missteps, the discovery of Arguile’s many aliases, and a tailor named Elmira who upgrades their wardrobe. As the group explores the city, they enjoy both fun and introspective moments, with Arguile meeting Mira, who provides a lead on his mother and returns his hidden stash. Meanwhile, Galahad acquires a temporary weapon and orders a custom-fused blade from a smith named Jax, while Zechs excitedly pitches gadget ideas.
After shopping and training, the group visits the Crystal Gardens for a brief connection to nature and gathers more information about the city’s rules, history, and key figures. Arguile shares insights about his guild and their operations compared to others, giving the party a clearer view of the city’s underworld. The team’s next mission begins to take shape as they prepare to locate Arguile’s mother and address mounting threats. With their goals set, they make their way toward the Spire District, eyes forward on what may be their most personal and revealing journey yet.
There’s so much happening, and we pick up with arc 27 “Much Ado About Dorna ”.
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.
Upon arriving at Midmount, the party begins investigating a series of strange events. Thorak, disguised as “Snorak” using his hat of disguise, gathers information from the locals under the pretense of being a new foreman. Rumors of a mine explosion and memory issues surface, and as they journey further into town, Thorak continues his ruse to gain access to the city center. They’re led by a woman named Sam to Lua Hugh, another foreman. Still, their vague story about missing shipments and lack of documentation gets them quickly dismissed, until Bob’s improvisation about searching for a brother elicits Lua’s sympathy. She brings them back in privately and offers to help, though she admits she doesn’t know how much she truly can.
Meanwhile, Valen investigates the area and notices unsettling signs: his reflection shows a black smear on his face, and his hands appear stained with charcoal. Back inside, Lua gives the group some names, but strange happenings continue: Bob finds a pencil in his hand that he doesn’t recall taking, and everyone in the group is marked with charcoal without explanation. Dona spots this first, and as they regroup and speak with locals, they learn that such marks began appearing after the mine explosion, linked to something ominously called the “ashen children.” The more they explore, the more markings appear, and no one seems to know how or why.
Dona uses Primeval Awareness and senses aberrational presence coming from the mine, while Valen’s Detect Thoughts spell picks up nearby minds he cannot locate. Still disguised, “Snorak” presses further into the mine pretending to be an inspector, hoping to piece together the puzzle of the explosion, the missing shipments, the mysterious children, and the rising aberrations. But as the group delves deeper, the marks on them grow stranger, until one final message appears, stark and urgent: RUN!
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
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.
Within the city walls, the group makes their way through the once thriving city, now unrecognizable as its streets are barren. The group cautiously makes its way through the city, careful not to draw any attention. A formation is called out, and they proceed, ready for whatever dangers lie ahead of them. Unfortunately, their caution was met with curiosity, and when Arguile investigated the gargoyle, that curiosity was then met with flame. Most of the group is hit, and immediately the party realizes that a fight is underway. Shanks unloads a volley of arrows at one of the gargoyles, doing overkill but trying to buy the team some time. Chasme buzz, scavengers approach, and they can hear the sounds of hooves in the distance growing louder.
In the exchange, Shanks is hit by a highly unfamiliar, large arrow that comes from an unidentified assailant. Salix turns into a cave bear, and Zechs pulls a black bear out of his bag of tricks to join the fray. We have two gargoyles now joining to take on Galahad and the team. While making quick work of enemies, they are realizing the position that they’re in. This is going to be a resource challenge and a numbers game, with more enemies than they have resources available; every decision they make is crucial. Zechs uses his Tabaxi speed to run for some better cover and vantage point while yelling to Shanks in their coms, “What the fuck is hitting us, and PLEASE tell me you have eyes on that!”
In the distance, the group sees what has been making the galloping noises, a small army of Armanites, demonic centaur-like creatures that have been dealing a ton of damage to the group amidst this whole exchange. The group has been burning resources, taking a lot of damage, but they’re holding their own, for now.
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
Edited & 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.
As the group continues heading towards the city of Ors Themar, they pass more denizens of the Underdark: an umberhulk and a hook horror, to be precise. As Galahad asks Yurik if he knows the way to continue, Shanks, who had scouted ahead, tells Zechs in his Spies Murmur that he hears voices ahead. After Zechs tells him to get closer but be careful, Shanks, unfamiliar with the language the voices are using, immediately realizes they are speaking Undercommon. Zechs relays that they are talking about the party, and they seem uneasy and untrusting, at least mostly. Zechs informs Shanks to hold his position, assuring him that they will come to him shortly while remaining stealthy. It’s at this point that the group, Zechs taking the lead and accompanied by Galahad, is accompanied by the trio of Drow that are there.
The conversation is tense and skeptical, as the group of Drow describes the current situation of Ors Themar. While the party is told that Enich is likely not alive anymore, they say they want to confirm that information for themselves. Upon speaking further, they realize that they have a shared ally, Nedyrae, who is Chico’s replacement at the Tavern. As this is happening, Yurik whips out a game of Dragonchess and asks Arguile if he’s up for a game while the likely long discussion takes place. After a relatively close match between the two, Arguile comes out the victor. Galahad, walking back, informs the party that the group will be escorting them down to Ors Themar.
Continuing, the group hears loud droning noises and is informed that these are the Chasme they will likely encounter while there. Giant insect-like creatures that are not to be taken lightly. Sabal shares his dark story about the siege from his perspective, and it’s genuinely haunting. And Galahad offers the story about Collateral’s liberation of Invenas. The two bond over how they want to go out, and Sabal says that so long as he takes a bunch of them out too, he’d be okay with that. Yurik and Arguile discuss how Yurik is so sure that Enich is alive, and in turn, Yurik tells him that it is similar to how Arguile knew that his mother was alive and out there. Eventually, they are on the outskirts of the city and are planning their entry. Learning from their last attempt to enter a city amidst a siege, they decide not to use the front gate. Once inside, they take stock of the wreckage and do their best to avoid being seen, all the while hearing the ominous droning sounds that grow louder the further into the city they go.
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
Edited & 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.
Hey everyone, and welcome to the seventeenth Divergent Paths cut scene. This particular character has only appeared twice in the podcast thus far, in Episode 65, Entrapment, and Episodes 85/86 Cavern Brawl Part 1 & 2. We will keep the details sparse, but let's just say that they play an important role in the overall story moving forward. The party doesn't know this information, but you do.
Written and read 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.
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…
Includes: campaign recap episodes (Season 101), setting lore episodes (Season 102), character profiles (Season 103), and NPC side stories.
Hosted on Acast. See acast.com/privacy for more information.