A Dungeons and Dragons actual play podcast featuring a mysterious tavern known only as The Medusa's Cascade.
We open up with the party, resting a bit, and going through their new loot. Ursus gets Thorak's thoughts on his new crown to the group. With rest had, the group continues their dungeon crawl and encounters two cave trolls as Ursus kicks down a door, and Thorak launches two spider legs, like javelins, at one of them, dealing a good bit of damage. The fight ensues with the party as the victors and the trolls as charred remains. The group takes a second to catch their breath. There is a brief discussion about which door to continue through, and Dona informs the party of the direction that her Primeval Awareness has pointed them toward, as Bob gets an urge to pull the lever in the room. Unbeknownst to the group, Bob initially informs them that he is hearing a voice urging him to pull the lever with the unknown function. The group inquires about the sources of these voices and any other information they can gather from Bob regarding them. As this is happening, he continues to walk closer to the lever and tells the party that he really would like to pull this lever. Through slightly tense and more awkward negotiations with Bob, Valen convinces him to back away, but only agrees to Bob's terms of Ursus carrying Bob out of the room, much to Ursus's displeasure. As Ursus carries Bob out the door, Thorak tells Valen that he'll throw a “javelin” at the lever. Upon a hit, they'll run like hell to the other side of the room, towards what they presume is safety. Thorak's attempt fails, but Valen decides that they both have the speed to pull the lever with a long enough rope and get to safety if needed. With the lever pulled, they hear a short, electrical burst-like sound and see nothing happen. With curiosity satisfied, they proceed west in the direction that Dona pointed them toward. The group comes upon a door that Valen has some difficulty lockpicking. As the group is stealthy, thanks to Pass Without Trace from Dona, they remain cautious of the cloakers in the area, preferring not to engage with them. As the cloaks fly away from the leading group towards Thorak, Thorak uses Thaumaturgy to open the door that Chantico and Valen were opening, unfortunately springing an acid trap in the process. As the two take damage and the group proceeds through the doorway, another group of cloakers frightens a number of the party members, and yet another battle takes place bathed in the Daylight spell from Chan's staff. While the party is victorious, they have taken some damage and are getting low on resources. As we close, the party is deciding if they wish to take the hides of the cloakers as materials, which Thorak does, and they use this chance to gather their thoughts and rest yet again before venturing further into the dungeon. 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 The Floating LighthouseMixed by Thomas Lapierre IIICheck out the show at themedusascascade.com
The party reconvenes outside Mr. Edge's home, diving into an unusually intense level of planning. Split into two groups—Team Stealth (Shanks, Arguile, Salix) and Team Dragon (Galahad, Zechs, The Turk, Glad)—they prepare for a high-stakes infiltration, with Greyleaf and familiars keeping watch above. Initial observations suggest someone may have beaten them to the punch, prompting a cautious regroup. Arguile and Shanks are sent in for closer reconnaissance. After deciding to implement a version of the "Silent Knight" plan—having Galahad lead while invisible—they prepare to strike. A well-timed Prestidigitation from The Turk sets the stage for the ambush.The first werecreature is dispatched in a brutal display, with Arguile delivering the killing blow to the second. As chaos erupts, Glad casts Bless, Zechs unleashes a barrage of arrows, and the team fights against a growing number of lycanthropic enemies. Shanks and Galahad even fight side by side before Shanks pins a foe, allowing Arguile to finish it off. More enemies pour in from above, forcing the team to abandon stealth entirely. Galahad uses his Conquering Presence to frighten most attackers, while Glad's Magic Missile and Zechs' Jack of All Trades provide ranged support. Outside, Duo informs Zechs that a curious crowd of Tabaxi is forming, adding to the public attention an already chaotic scene.Despite several close calls, everyone bitten resists the curse—until Arguile fails his save and flees the house in a panic, already succumbing to lycanthropy. Zechs orders Duo to follow him, while the rest of the team clears the upper floors. Glad and Zechs take down the remaining enemies with coordinated attacks, and Salix confirms the area is secure. A Detect Magic spell reveals their target is above, and after some searching, they find Mr. Edge holding a Necklace of Fireballs. The item explodes, taking out Edge but sparing the party. As the dust settles, the group finds their reward, contemplates their exit, and wonders what will become of their now-cursed ally, Arguile. 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 The Floating LighthouseMixed by Thomas Lapierre IIICheck out the show at themedusascascade.com
Zechs regains consciousness following his intense battles with Malar and Enich, slipping into a vivid dream that revisits the night of his childhood sacrifice. This time, the memory is clearer: he remembers around two dozen other young tabaxi present and a once-unidentifiable cloaked figure now unmistakably revealed to be The Constable. With yellow eyes, pale skin, silver-gray hair, and dragon-like scales on his face, The Constable addresses Zechs as "Quill," claiming his actions stem not from malice but destiny. He tells Quill he holds the power to be either salvation or punishment and reassures him that he's done nothing wrong. When a younger Quill asks why he's punishing people, The Constable cryptically explains that they were judged and found wanting. The dream ends as the figure activates a pocket watch, light flooding the scene—just as Zechs jolts awake.Waking in his childhood room, Zechs takes a moment to ground himself, checking for any lingering traces of Malar and mentally updating Duo. He's physically weakened but relieved. After a moment of quiet reflection and guilt over releasing an aspect of Malar, he joins the others and catches up on what transpired during his unconscious state. The group updates him on events, including running into Little G's and naming Turk “The Turk,” and confirms he's only been out for a day. Zechs is surprised to find Iqra still present, and his mother welcomes him back with a powerful embrace. Iqra shares her gathered intel before departing, prompting the party to shift focus toward their next steps.Zechs requests that Greyleaf help him recall what little he can about the other missing children and inform the proper parties as the group decides their next destination: Iwi, as Galahad needs time to prepare to confront his father, the titan, and Antonius in Granzia. They plan to relieve Three Edge—the tabaxi previously visited by “Mr. Scotch” and “Mr. Bonnet”—but first need to speak with Mr. Brave. After learning quite a deal from Mr. Brave about Three Edge, the party leaves coins with a barkeep to keep his cup full and heads to Nymora's gated Farwell Grove. With some gold and light persuasion, the guards inform them where to find their new, unexpected benefactor and promise to look the other way. After sharing a laugh about a brothel incident, the group sets off, eyes on the prize, building their strategy for what promises to be a significant score.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 The Floating LighthouseMixed by Thomas Lapierre IIICheck out the show at themedusascascade.com
After the fights, Zechs collapses from exhaustion; he's not in harm's way, but shows no signs of waking up. Before leaving the site, Galahad displays a sign ensuring that no more sacrifices will happen here, as per the vow of the Champion of Bahamut. The group takes Zechs to his parents' place so he can rest and wake up in a familiar setting with his parents watching him. The night is young, and after a night like they had, revelry is long overdue. With that, they head out to the Faint Mandolin and enjoy the many drinks the establishment provides, some mood enhancers courtesy of Salix, and the melodic sounds of their new ally, Turk. What is now par for the course for the party, the drinks keep coming, a deep conversation is had, and they run into a familiar face at their next venue, The Jaded Kitty Kat. A wide grin and enthusiastic voice greet the party as Little G is in town and doing some celebrating of his own. The group updates Turk on how they know their associate Little G dubs Turk, THE Turk, which gets a welcome response. Towards the end of the evening, Greyleaf and The Turk discuss their origins, fondness for magic, and Greyleaf's family before heading back to Zechs' parents' place for the night. The following day, in Rinde and Setti's home, the party is joined by a familiar face: Iqra of the Cloak of Feathers. She gives news that she is a messenger for JM as they are otherwise held up, but offers to answer any questions they have. There is an exchange as The Turk works out which JM they're referring to as he realizes that the JM he knew was Mr. Bell, and the JM who sent them was the one who last spoke to the party, presenting as a woman. She tells the party to let Zechs know that Argo is safe and recovering in Nereas, that Cenari received word from the Circle of Friends that are looking into a group known as the Light of Elrin in Luxenborough, and that one of their party members has received the boon from the Daughter of the Flame. Iqra informs Arguile that an army of fiends has overtaken Ors Themar for the first time in history and is making their way toward Nakoroa. Additionally, the Masterful Gains Guild in Gamsby is trying to stop a splinter group known as the Umbral Viel that is trying to disrupt the weave throughout the city. At the same time, some operatives were dispatched from the guild to stop them. None have reported back in and have since gone missing. They say that if Mechfall loses its arcane power, it's the same as putting a lit match next to a powder keg. Upon asking about The Constable and any of his Generals, Galahad is told that The Executioner has also been mentioned as pulling her punches. It's not information they saw firsthand, but they were informed of it. Iqra informs Arguile that Enich is not his only alternate and to beware of the one carrying a rifle with him. We end with some details regarding the Pincushion Maker and the calamities of Sloane.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 The Floating LighthouseMixed by Thomas Lapierre III
Hey everyone, welcome to the sixteenth Divergent Paths cut scene. This scene shows us the second part of the tail end of the story of a character that we have yet to meet in the campaign, but is a vital part of Shankise's backstory. The party doesn't know this information, but now you do.Written and read by Thomas Lapierre IIICheck out the show at themedusascascade.com
With negotiations between the spiders and Thorak going out of the window, the party begins taking on the spiders they tried to spare. Everyone is doing incredibly well and working together as if they were well-oiled machines, but the standouts were Chantico, who used Wall of Fire, and Thorak, who used his incredible strength. At the end, some of the party is covered in spider remains, some are dusting off the char marks on themselves. They gather what they can and decide to rest before traversing further into the dungeon. While on their short rest, they notice a substantial horde that the spiders are holding, which the party takes into their inventory. Upon entering the next room, the party sees bones and remnants of creatures like Ropers and Bullettes that may have gone through there. A bit further ahead, they come across an oddly placed puppet show. The group is tasked by the “King” puppet to correctly identify the puppets and dispatch the hag, saying, “The REAL cleric ALWAYS tells the truth, the soldier ALWAYS lies, and the hag either tells the truth or lies.” After deliberation and a few attempts at discerning the truth through a line of questioning, they guess poorly and are thrown into another fight, this time against the king and the rest of the puppets. Upon finishing the battle, the group gathers what they can, takes stock, and figures out their next moves.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 The Floating LighthouseMixed by Thomas Lapierre IIICheck out the show at themedusascascade.com
The battle had commenced for both teams… Maybe it was a sign of fortune, divinity, or whatever you may wish to think, but the team worked together, dealing heavy damage to Malar and Enich. Galahad shows the divine wrath of Bahamut when Malar goes after Zechs and deals an impressive blow. Turk more than shows his abilities in spades, as he uses his form of dread to inflict fear into the god of the Wild Hunt. Afterwhich Zechs deals some up close and personal shots at Malar imbued with a touch of divine energy. Enich needed to heal himself immediately after Shanks' first volley of arrows. Salix uses Juniper's Bloom to cast Gravity Fissure on Enich which he manages to avoid the brunt of but with his back pressing against the wall, it's time to start taking them more seriously. Glad uses her divine magic to cast Bless on the group within Zechs' mind. Malar begins to cast Fire Storm when Turk counterspells the god keeping his new team safe and out of harm's way. Back outside Enich summons shadows that keep the team at bay and they regroup. Malar summons wolves to even the playing field, which are taken care of almost immediately before a sinister laugh comes from him, and he summons even more of them.Enich uses his Dread Lord ability to begin shifting the tides. With that, the group hesitates to approach as per Galahad's earlier warning, and Enich starts shouting about how cowardly they all are. Galahad puts Kana's Fury into Malar's chest, twists it, and says, “Didn't I tell you I was going to wear you?” Malar chuckles before fading, and the group wakes up to see a battle only a few feet away. Enich approaches Salix with his Flame Tongue Longsword and strokes them down. Turk casts Heat Metal on Enich's armor as a tactical move to make any further attacks toward the group at a disadvantage. Enich turns to Turk, points his sword to him, and casts Blight. Even with the combined efforts of the entire group, Enich is giving them a challenging time. Having already donned sturdy armor, the combination of the Shield spell makes it seem impossible to hit him. Greyleaf takes Salix and backs them away from the ensuing fight. Glad heals Salix and picks them back up before casting Magic Missle towards Enich. Arioch's paladin is up, but he's on the defensive. Zechs drops the Hunter's Mark, whom he put on Enich upon entering the fight, and instead summons “Wolfy,” his Beastial Spirit, to assist Galahad as best as it can in this battle of the paladins. As we approach the end of the fight, Shanks can get a shot off with his purple-worm-tipped arrow, dealing a heavy blow to Enich. Salix, now back up, uses Call Lightning to affect Enich is area, but Galahad and Wolfy get caught in the spell. Thankfully, they manage to survive and deal another blow to Enich, who isn't going down without a fight. Greyleaf manages to attack Enich with his Onyx Blade. Enrich casts Destructive Wave as he strikes the ground, and a wave of thunder and necrotic energy hits nearly everyone. Galahad attacks Enich, slashing him across his chest, taking the back end of the sword, and hitting him in the side of the head. Enich exchanges a few words with Galahad before going unconscious. Glad uses Sacred Flame to finish the job, and Enich goes to the afterlife. 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 The Floating LighthouseMixed by Thomas Lapierre IIICheck out the show at themedusascascade.com
The group meets back up, some still in their Tabaxi guise but pauses conversing to check if anyone is following the group. A quick check confirms that there was someone, but they are no longer there when Shanks investigates. They are relieved to arrive at the inn and see that the Magnificent Mansion is still there. One of the servants relays a message from Hoshino to the group, apologizing for his abrupt departure but assuring them he will be back and offering endearment to them all. As the message ends, they pick up on a new figure waiting for them to notice his presence. A halfling fellow by the name of Turk introduces himself, and after a round of introductions and clearing any suspicion of him, he tells the group that he was sent here to help the group however he can. Before they can figure out just how effectively they can use JM's most recent addition to the Collateral team, the group exchanges the information that they gathered from what Zechs and the others saw in the past, the information Shanks and Greyleaf squeezed out of their target, and the name Enich, whom Galahad reveals as Arguile's alternate and a paladin of Arioch. The group then began to form a plan for a while. However, with Zechs still uneasy about unleashing his aspect of Malar onto the planes and feeling like they're getting played somehow, it took some time before the group reached a consensus. Zechs, with of course Duo, along with Galahad, Turk, and Glad would assist Zechs, while Arguile, Shanks, Greyleaf, and Salix keep an eye on things outside with Enich and any of the Paw members potentially interfering with the ritual. As they make their way to the ritual site, the scent of blood is in the air, and fire is ablaze in the distance. The group can faintly make out bodies missing their skin. There is a brief exchange that is somewhere between tense and uncomfortable. Enrich confirms that the dead Tabaxi are the idiots from the lodge that Galahad got piss drunk and also tells Zechs that the only reason this is happening is that he is divine punishment for this plane, at least partially. With niceties out of the way, the group splits into the ones who will help Zechs expel Malar and the others who are to keep watch on the paladin of Arioch and Lieutenant of the Constable. The ritual begins, and Zechs and Malar have a final exchange before their fight to end things, one way or another. While on the outside, Enich expresses his boredom and begins approaching the waiting party, preparing to attack. 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 The Floating LighthouseMixed by Thomas Lapierre IIICheck out the show at themedusascascade.com
Hey everyone, welcome to the fifteenth Divergent Paths cut scene. This scene shows us the tail end of the story of a character that we have yet to meet in the campaign but is a vital part of Shankise's backstory. The party doesn't know this information, but now you do.Written and read by Thomas Lapierre IIICheck out the show at themedusascascade.com
The group heads towards the Dispatch Service and meets with Cevari again, who greets them before leading them towards Faerith. They meet the high-elf dispatch manager, taking in the minimalist design before asking their questions about where the book has been shipped from and possibly information about who has been sending it. While they can't get much of the privileged client information, they learn that 35 books have been shipped, primarily from Balazaar. After receiving what information they can, they head out and explore other options. Dona uses her ranger ability, Primeval Awareness. She senses many aberrations in 3 locations within a mile of her, two of which are in the inner ring and one in the outer ring. The group decides to head towards the two within the city. As they approach, Dona gets the sense that the pings she receives are underground. They end up at the Nostalgic Sea, a tavern and inn with a nautical theme, and decide to scope it out and see how best to get underground and find the source of these pings. The group has food and drinks while getting a feel for the area. Thorak sends Paco out to search the tavern. Using Beast Sense, they discover a trap door just past the kitchen. While exploring that area, they find strange markings in the foundation stone. With this information, the party plans to reach the place where Paco found sneakily. Thanks to Bob's curious nature, the party discovers the passageway and begins traversing the darkened pathway that Chantico thankfully illuminates. Arriving at the end of the passageway, Dona helps track the aberration ping she had earlier. She relays to the group that the area has several varied presences. Chantico asks how the group typically deals with these occasions, to which Valen explains they take whatever is ahead of them. She tells them that they'll continue due south. The team eventually arrives at a stuck door, initially giving the Slash Brothers some trouble, but they ultimately clear the path for the group to continue. Upon entering the room, Thorak notices giant spiders in various areas. Thorak suggests he speak with them and perhaps reach a more diplomatic approach, which gets mixed responses from the group. Thorak casts Speak with Animals and tells Chantico that if they attempt to eat him, he will rage, and she is to burn the place to the ground immediately, and he'll be okay. Negotiations go south almost immediately as the spiders whisper amongst themselves about “The King,” and maybe they brought friends, and with that, Thorak rages and tells Chantico to “light this motherfucker up!” 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 The Floating LighthouseMixed by Thomas Lapierre IIICheck out the show at themedusascascade.com
With Malar's avatar calling for the start of the Wild Hunt, the currently awestruck party sneakily breaks away from the cultists and decides to follow closely but stealthily to figure out how to stop Malar. Upon re-entering Nymora, it is a scene of pure chaos; the group sees the avatars of Nianke, Nireana, and Xidea come into corporeal form to stand against the avatar of Malar while the avatars of Aphy, Tumra, and Gosyn see to the aid of the citizens. The battle is intense and happens quickly, with Xidea delivering the death blow to Malar. With the scene dissolving, the goddess Aphy appears before the group, looking towards Zechs, and asks if they understand. The lesson was that TOGETHER, the group may overcome this next endeavor, but while this would extract Malar, this would not destroy the aspect of him residing in Zechs, nor do they have a way to contain it. This causes apparent conflict within Zechs as he doesn't wish to let this aspect of Malar upon the planes and worries that this would only add to the other aspects already out there. Aphy explains to Zechs what he must do, including interrupting the ritual this evening at the site of his sacrifice. She does what she can to quell his concern and urges that he must try to focus on what he can do right now, as it's not on him to try to stop Malar entirely as that is a task that he can not do right now due to time and resources amongst other things.In the present, Hoshino is on his clandestine mission to track down Five Shadow. He finds Five Shadow at his place of work while under the ruse that he also works for the Cult as an auditor of sorts. This gamble pays off, as he successfully casts Charm Person and can begin to squeeze him for every bit of information he can on the Bloody Paw and their current dealings. Hoshino receives information on tonight's ritual, its importance, and the notable members who will attend it. Upon leaving, Hoshino meets up with Greyleaf and Shanks, who have just finished their mission, as Shanks receives word from Zechs that they're awake. There is an exchange to determine where to meet to exchange all the information they've all gathered. Greyleaf reminds Shanks to let Zechs and the crew know that they may encounter some guards down in the Vineyard but not to be alarmed as they were there to keep watch. As the group reconnects, Hoshino informs Zechs that he cannot help him with the Malar extraction. Still, he has the opportunity to make a massive difference in their efforts to thwart the Constable's plans. There is a heavy conversation as the allies turned friends go their separate ways, but they know it's not goodbye; it's until next time, leaving each other a token of their friendship and something to keep their spirits high when times seem rough. We pan over to Galahad, who makes his way to the “hunting club” to meet Hushed Coil under the guise of Silent Knight. He gives the guise of someone who wants to join “the cause,” and Hushed Coil is all too excited to divulge information and get this recruit. Galahad learns that most people there are waiting for tonight's main event. Galahad ensures that these guys don't make it to tonight's ritual but doesn't kill them. Instead, he gets them so incredibly drunk that they essentially can't function. With one final act of raucous behavior, Galahad bashes through the door, vanishes into the night, and starts to make his way to rejoin the group. 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 The Floating LighthouseMixed by Thomas Lapierre III
We return to a tense scene as Arguile, Glad, Salix, and Zechs attempt to deceive the cultists as they nervously try to figure out their next steps. While their deception works, the cultists still find themselves drawn to Zechs, for reasons they can't quite put their finger on. Eventually they are asked to join and watch the cult perform a ritual. There's a lot of chanting, a familiar dagger, and a body that goes into the fire and begins transforming… It's an unsettling scene, and one that sends a chill down the spines of the group. Before them is the avatar of Malar.With Hoshino's spell underway, the group separates to do what is needed while Zechs and the others do what they must do. Shanks and Greyleaf head off briefly to see The Royal Vagabonds, Greyleaf's old crew from when he was still Kyver, and get more intel on their target. Their target has a unique taste, and the rogues know how to use it. Meanwhile, Hoshino comes upon a very familiar tavern and meets Heely Hands and Kalkari, while waiting to see JM… or in this case, Mr. Bell. Mr. Bell talks plainly with Hoshino, telling him that in all his time, and across the many realities, he's never come across Hoshino Matsuo, bard of 100 towns. He is an anomaly or a wild card in a deck of wild cards, and wants to use it to their advantage to stop the Constable. A crazy plan, but if it works, it can change, EVERYTHING and start to set things right, or at the very least give their situation a fighting chance. Mr. Bell knows the party may not agree, so he only wants to bring Hoshino along if he thinks the party will agree. Shanks and Greyleaf head off to the Velvet Fang, stealthily observing the venue and awaiting a visual of their target. After some time, they get eyes on their prize and tail him upstairs to where he is in a rather precarious situation, but not unusual for a customer of this fine establishment. The rogues check their surroundings, wait for the right timing, and follow their plan. Shanks uses his Blink Dog Dagger to get across the room and cover the man's mouth before he can call out for help. Greyleaf gives his companion some gold, and she tells him that while she won't get in their way, she can only assure them a few minutes before things get out of her hands. More than enough time for Mr. Scotch and Mr Bonnet, who interrogate their target for information regarding the cult, its members, its doings, and anything else helpful and of note. They leave without much fuss and slip back into the bustling city of Nymora.We finish with the 4 in the past; as Malar's avatar says, “Let the wild hunt begin.”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 The Floating LighthouseMixed by Thomas Lapierre IIICheck out the show at themedusascascade.com
Arguile, Glad, Salix, and Zechs find themselves inexplicably transported to the distant past, landing in Sloane's Second Age rather than the Nymora of their time. Struggling to understand their predicament, they attempt to gather information discreetly, but Zechs inadvertently reveals their origins. This earns him a referral to the priestess of Nireana and ultimately to the priestess of Tumra, where he becomes visibly disturbed by the revelations he receives. Meanwhile, in the present, the rest of the party watches their companions in a catatonic state, their eyes glazed over. Shanks and Galahad attempt to discern the cause, only to hear a voice declaring, “These are the tithes that must be paid.” The goddess Aphy reassures them that their friends are safe and urges them to aid from their side. They resolve to investigate the leadership that enabled Nymora's suffering, instructing Greyleaf to seek his mother's connections. Before parting, Hoshino performs an act of kindness, reuniting a lost child with their family, a rare moment of light in a place marred by pain.In the past, the group consults the priestess of Tumra, who informs them that this journey is a lesson for Zechs and all of them. When Salix inquires if the lesson is forgiveness, they are corrected—the actual lesson is acceptance and closure, they hear from an absent but familiar voice. As they explore the city, they sense the rising tension of the approaching conflict between the Panteran Pantheon and Malar. They hear of erratic wildlife and growing fear of Malar's influence, suspecting an impending disaster. Zechs theorizes that a site of his future sacrifices may already exist and be occupied by Malar and his followers. The group stealthily investigates, finding a massive bonfire surrounded by many figures.In the present, Greyleaf's mother welcomes him and his friends, sharing a moment of reunion before shifting to the serious matter. After a short prayer, she bluntly acknowledges their foes, providing a wealth of names while advising caution. The party learns of her formidable past and her service during the arrival of the Vitalis family. With their newfound intelligence, they form teams—Shanks and Greyleaf, Hoshino, and Galahad—each tasked with specific roles. With Hoshino's Seeming spell altering their appearances, they set forth, ready to confront the forces that have plagued Nymora for generations.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 The Floating LighthouseMixed by Thomas Lapierre IIICheck out the show at themedusascascade.com
The party makes final preparations before leaving Drose, with Zechs giving Hoshino a Moonbeam scroll and aboard the Swift Hummingbird, Hoshino and Arguile craft powerful scrolls from the Arcanaloth spellbook, successfully creating several before stopping ahead. Meanwhile, Shanks strikes a deal with the ship's gunner, wagering on Hoshino's skill in exchange for a plastique recipe. Later, Shanks and Greyleaf discuss Greyleaf's transformation and past battles, reflecting on how his choices have shaped him. Their conversation turns to Rig, with Shanks asserting he no longer lives with regrets. Upon landing at the Barrier Range, the party gathers heavy cloaks for the snowy ascent. Zechs struggles with heightened senses due to Malar's influence, but the group supports him. At their destination, Galahad introduces himself as a descendant of “Those That Wandered,” leading to a tense but respectful meeting with the clan leader, Pakia. She recognizes his lineage and invites them to stay for the festival, where they revel in food, drink, and tales of the past.The festivities continue with exhibition matches featuring Arguile, Shanks, and Galahad. While the rogues maneuver strategically, Galahad faces the formidable General Tharia. Initially dominant, Galahad is nearly overcome but summons Khana's Fury to secure victory, earning mutual respect. The celebration escalates with drinking competitions, where Zechs unexpectedly outdrinks Galahad, much to everyone's delight. Shanks later checks in with Greyleaf, who agrees to relay a message to Rig on Shanks' behalf. Their conversation shifts to Glad's patron and the gods' manipulations, hinting at more profound struggles ahead. As the night ends, the group regroups in the morning to plan their next move. Galahad learns more about his ancestors from Pakia, discovering a historical divide caused by an Illithid incursion, leading to his lineage's journey across planes. With goodbyes exchanged, the party sets off toward Nymora, and Zechs shares his suspicions that other children, like him, may have been experimented on by Malar. He enlists Greyleaf's help dealing with Alma, someone linked to their past suffering, while the group urges him to avoid succumbing to vengeance.Before arriving in Nymora, the party detours to Yahnkoshi, where Hoshino finds his home ravaged by Eldertwine. He sees a gruesome sight and remnants of Attros' former guild. He collects a sample and returns to the ship, where the group entrusts it to Greyleaf's ally for study. Back on board, they sort their inventory and strategize new battle formations. Zechs and Shanks compare their bows, contemplating their weapons' more profound mysteries. Upon reaching Nymora, the group disperses for personal errands. Shanks and Greyleaf visit Potions and Lotions so Shanks and Rig can speak about things they wish they had said sooner, and Zechs reunites with his parents briefly to inform them that he and the party will be in town briefly, while the rest secure a single inn room. Their stay becomes luxurious thanks to Hoshino's Magnificent Mansion, offering much-needed respite. As they settle in, they prepare for their next challenge—extracting a god from their companion.There's so much happening, and we pick up with arc 24, “ Where You Come From”. 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 LighthouseMixed by Thomas Lapierre IIICheck out the show at themedusascascade.com
The group's moment of rest was just that, as an explosion was heard and fire erupted in the Witty Glaive. The varying members of the party are trying to assess the situation, wake up the other party members, and do what they can to stop it when they come across some otherworldly beings that are the very culprits of the fire. As the group begins to fight off these creatures, which are pointed out to be similar to Bob's tentacle, Elizabeth is not a result of Bob's doing. They also find aid in a new face who has been quietly observing the group the last few days, a Unillum wildfire druid named Chantico with a wildfire spirit named Enya. With the help of this new ally and a concerted team effort, the team can stop the fires and the creatures that attacked their new home. During the aftermath of the battle, the group assesses the damage to the Glaive and introduces themselves properly to their new friend. Valen briefly mentions a strange dream about many whispers, a crown and robes made of yellow, and a throne of stone, which is unfamiliar to everyone except for Chantico. A brief discussion was had, and it was decided that it would probably be best to talk more after a proper long rest. Hebron comes to the Glaive, sees the state of things, and is in shock and panic as the group explains what happened the previous night. Chantico explains that she was sent by the Arbitor, Amina, to look into the strange, otherworldly occurrences happening throughout Sloane. During the discussion, the group clarified that the child they saved at the marketplace was Amina, and the one Valen took with him through the soft spot was Soris, which was information the group was previously unaware of as there was no mention of the child's name. The group scavenges what they can of drinks and such and discusses the plans for the day, as they still have a meeting with the Dispatch Service and would like to check back in with Izca. The first stop is with Captain Dan to check in on Izca, who informs the group she has not yet woken up but will inform the group when she does. They also informed Captain Dan about the previous night's incident at the Glaive so that it would be on his radar. Valen asks to see Izca again to cast Detect Thoughts and see if he still hears voices emanating from Izca, which he confirms that he does, but it is not nearly as prominent as last time. With that, they head out to the Dispatch Service.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 The Floating LighthouseMixed by Thomas Lapierre IIICheck out the show at themedusascascade.com
At this point, it's normal for this group; shenanigans are how we start the next part of the story. Arguile gives in and has some hot sauce and fire whiskey, which do not sit well with our tiefling friend. A weary Zechs approaches Hoshino and Galahad sometime after the fun wraps up. What seems to be a regular part of their playbook at this point, Zechs asks if they'd humor his seemingly insane idea… actively speaking to Malar. To his surprise, while they clarify how that can go wrong, they agree with him. They both agree that maybe talking to him directly would give him some answers, that final piece of the puzzle he has been searching for. A plan is set to have Galahad, Hoshino, and Glad in a room with Zechs sans Duo to ensure the party's safety. Everyone is informed of what is to transpire, and while also reluctant, they agree that it may be best for what's to come. The conversation with Malar isn't much of a conversation at all. Zechs feels like he's missing something, asking the wrong questions, or Malar wishes to continue toying with him. Eventually, after a tense exchange, Zechs concludes that he's satisfied with the information he got and severs the connection to Malar. Galahad and Hoshino both agree that Malar may not have said much. Still, it confirmed Zechs' suspicion that Malar would be challenging in his desire to reveal the truths of his origin, connection to the Constable, or his ties to the Pantheran Pantheon. With that door and avenue closed, the group departs towards the vineyard, pursuing what Zechs needs to begin this ritual. There is some confusion between going to the vineyard, heading towards the site of Zechs' sacrifice, and returning to the vineyard. It's not a fruitless endeavor, as now knowing the location and recalling some information about his sacrifice is information that the group feels was needed anyway. Upon speaking to Greyleaf, the group begins to clarify some details and realizes that the vineyard was where they should have headed initially. On their trek, Zechs expresses his frustration with what he is missing and piecing this puzzle together. As they traverse through a bit deeper than Zechs' first time down there, they find giant effigies of Aphy, the goddess of trickery and wit, depicted as a cougar, Xidea, the goddess of death, shown as a black panther, and Tumra the goddess of the spirit world portrayed as a snow leopard. We conclude with Zechs sending Duo now with darkvision to investigate the statues of the goddesses. After the Greyleaf's suggestion, Zechs attempts to reach out and speak to the goddesses, uncertain if it would even work, and a booming voice says, “The proper tithes must be observed.” 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 The Floating LighthouseMixed by Thomas Lapierre IIICheck out the show at themedusascascade.com
We return to the group on their way back to Nymora. Zechs helps Shanks out with his stealth and uses the Hunter's Mark spell. Later, Zechs and Greyleaf discuss what they should do with Zechs' need for vengeance regarding Alma. Greyleaf offers his insight and empathy, which Zechs accepts, but lets him know that it may take some time before it is entirely received. Hoshino raises the idea of doing Legend Lore on Zechs' bow, and Zechs assures the bard he is grateful for the answers he received. While he has more questions, he certainly answered more questions than not about his mysterious bow. Shanks also asks to have his bow, Mind's Eye, looked at via the Legend Lord spell. Eventually, the team arrives in Nymora; they split to do different errands and decide to regroup at the inn where they'll be staying. Shanks and Greyleaf go to Potions and Lotions, and Shanks has a very needed discussion with Rig; Zechs is off to inform his parents that he's back in town but won't be staying at their place, however, and the rest of the group goes get their singular room to share. Thanks to Hoshino, that space won't be too cramped with the help of Magnificient Mansion, and the group is thoroughly surprised and grateful for what the space provides. Their stomachs are full, their rooms are tailor-made to each of them, and there are many attendants to ensure their stay is as carefree as possible. A necessary sanctuary and place to devise their plans for what comes next as they attempt to extract a god from their companion.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 The Floating LighthouseMixed by Thomas Lapierre IIICheck out the show at themedusascascade.com
On the western coast of Granzia, built on and in the cliffs of Deep Salt Stone, sits the seafaring city of Nereas. Constructed around the River Nere, Nereas has a long and storied history with trading and the people of the Western Seas. In the tenth episode of Across the Planes, Tom, Law (Zechs), and Jaime (d20dinner) discuss and come up with the lore surrounding the city of Nereas. Throughout the conversation, they discuss the culture, religion, industry, and overall vibe of the western coast of Granzia. VO: Lawrence Bentiné Jr, Jaime of d20dinner, and Thomas Lapierre III Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
Captain Dan runs off to find a healer as the group attempts to alleviate Izca's suffering. As this happens, Bob mentions that he heard about the book and that it can alter a person upon reading it. This is likely what occurred to Izca. The boys decide to go back to the crime scene to search for clues while Dona stays to watch Izca and keep an eye out for the healer. Finding one needle in a thousand haystacks is more manageable, but they go forth. They do, however, see a crescent moon pendant belonging to Izca, the crumbled remains of the book, and a receipt, which they surmise can be used to track the book's point of origin. All of these are shots in the dark, but for now, it's better than doing nothing. Upon returning to the station, Captain Dan introduces the group to Norkin Softdream, who is doing what he can for Izca. After introductions, he very bluntly asks the group what is happening with her. In giving their best explanation, Norkin replies that he will try to do what he can, but it seems a little out of his depth even for him. With sweat dripping from his brow and a few attempts, he can finally stabilize and slowly reverse some of the effects currently ailing Izca. It may take some more time, but that's the best he can do now. The group calls it a night at near dawn and heads back to the Witty Glaive for a meal, a drink, and some much-needed rest. During their discussions of what to do next, Hebron informs them that if they want to see how something was imported into Tradeshore, their best bet is to start looking at the Golden Tower District and, quite possibly, The Dispatch Service. It's decided that after rest, they'll split up into two teams and try to locate the book's point of origin, Bob with Valen and Thorak with Ursus. Eventually, the Slash Brothers team proves fruitful, and they have a meeting with Faerith for the next day at The Dispatch Service, thanks to the help of receptionist Sevari. With that, they head back to the Glaive and discuss some lighter topics, such as Valen's time before the party and meeting his teacher, Thorak's time with the orphanage where he was raised, plus the secret of his rage. A brief moment of levity and rest before it inevitably picks back up again. 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 "Sunk Cost Fallacy" is written and performed by The Floating Lighthouse Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
The group, now back onboard the Swift Hummingbird, discussed heading to Yahnkoshi so Hoshino could visit his home, investigate the reappearance of Eldertwine, and see what the town is like all these ages later. Galahad wonders if he could come with him so he is not alone. Still, Hoshino tells him that while Galahad is immune from diseases, this disease is magical, and he does not want to risk his health if he isn't immune to this particular disease. After expending all ideas, suggestions, and everything in between, the ship hovers around 500ft above Yahnkoshi, and, using Dimension Door, Hoshino descends to the ground below. The scene is grim, to say the least. As he searches throughout the town, he sees the bodies of Kenku from the Tell Tale Guild, which he is unaware of at the time, but the party confirms for him, once back onto the ship, that it is Attros' former guild and also finds a pendant of the Light of Elrin, which he grabs. Through his walk, we are taken back to Hoshino's conversation with Pakia about Eldertwine and what has happened to Yahnkoshi since the age that saw Eldertwine as Sloane's calamity. In that conversation, he tells Pakia that he knows what he must do, to which she responds with a puzzled look and tells him that he does not need to explain. She assures him that he has friends in the Range and that if he does return to his home, he should be careful. Before returning to the ship, he takes a sample of Eldertwine and secures it on his person before using Dimension Door to return safely onto the ship. Upon sharing his findings, Shanks asks Arguile to use Mage Hand and hold the bottle away from him, and he melts wax to secure the sample bottle further. Shanks then asks Greyleaf if, with some help from possibly Salix, they could figure out just how to stop Eldertwine from ravaging Sloane once again. Greyleaf suggests that he can request the aid of someone he travels with who is likely better suited for such a task, and Shanks ensures the sample to him. We start to finish with the group going through the Bag of Holding's inventory and exchanging the newly made scrolls amongst each other to copy or store for themselves. Zechs goes through his idea of new battle formations with Shanks and Galahad, which they agree upon and give further input to make the formation the most efficient. We finally end with Zechs and Shanks having a talk where Shanks shows off his new skills, and Zechs asks to compare their bows, Jack of All Trades and Mind's Eye. 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 The Floating Lighthouse Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
After a night of revelry, drinking games, fights, and celebration, the team wakes up in various locations, some unsure of how they got there. They plan over breakfast as they gather and prepare for their next destination. Afterward, Galahad seeks out Pakia for answers to his questions about his ancestors, “Those Who Wandered,” and the side of the story he would have not heard unless he was there. She goes on to say that during a time of warfare, there was an Illithid incursion starting in the northern reaches of the Range and making its way towards Stargrave. After several defeats, tensions rose within the leadership and those close to it. Those who stayed saw these defeats as strategic and tactical errors on their part, not accounting for extenuating circumstances. While the group that left was under the impression that they were not using the proper amount of force, it was not a question of tactics but of drive and will to defeat these enemies. Eventually, they saw a branch of that chief's family split off and leave. They went out into the Gathering Storm and never returned. Based on what Galahad said, they must have gotten to Granzia via a “soft spot,” which Sloane is known for. However, they often see you transported to another region of the plane, but instead, they were sent to another plane entirely. There was more that led up to that point, but that was the breaking point. However, their departure was seen as an action of stubbornness rather than malice, and Pakia mentions that she can't fault them as they did what was right for their kin, which is what those who stayed were also trying to do. The group then packs up their things, says their goodbyes, and makes the half-day trek back down the mountain to the Swift Hummingbird. Cordell confirms their next destination as Nymora, and the group is off just like that. As they travel, Zechs addresses the group about what the Stone Face told him and tells the group that while he knows that he and his alternates have had aspects of Malar put inside of him, he suspects that he's not the ONLY child who that happened to. He also asks for Greyleaf's help as he might know more through their familiar “friend” Alma. Eventually, Zechs informs Greyleaf that he met her at Salix's hermitage in league with the Constable. He asks Greyleaf plainly if he would like to assist in transitioning her to the afterlife because she needs to pay for what she did, and he wants to ensure nothing like what happened to them happens again. Zechs admits seeing Alma sent his heart pounding in his ears, and he had to do everything he could to satiate the bloodlust from seeping through him. Also, having Malar in his head encouraging and taunting him did not help that ordeal. The party notices how Zechs speaks about Alma; it's almost like what he felt with Arbane back in Invenas, and try to help prevent himself from feeding into Malar's wishes. Zechs accepts what they say and hopes they acknowledge that this isn't a simple black-and-white choice for him to make. We conclude with Shanks asking Glad to help him with his hair when he approaches the topic of her patron, The Protector. He asks where she stands with him, and she tells him that she understands that as a cleric of him, her power is linked to her faith, and while she does not like or respect the Protector currently, she still believes in him. Shanks does his best to make an analogy and paint a picture that the Protector isn't without flaws or faults. She lets Shanks know she is aware of her predicament and moves cautiously and intent as they travel together. She also tells him she appreciates him reaching out to her, and they laugh. 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 The Floating Lighthouse Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
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 the steadfast Voyas. Written, read, and recorded by Thomas Lapierre III Check out the show at themedusascascade.com
Hey everyone, welcome to the fourteenth Divergent Paths cut scene. This scene sheds a bit more light on a business opportunity that the party took part in while they were in the city of Nymora after their escapades in the Glasmeda Isles. 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
The party's troubles begin as they breach the Siren's Song shop, attempting stealth before chaos ensues. Valen's misstep on a creaky floorboard triggers magical darkness, and Thorak uses thaumaturgy to announce their presence. In the basement, lifeless bodies spring to life, emitting poison as they engage the group in battle. While the party fights efficiently, they face Izca, the shop's owner, armed with deadly abilities and the "Death Lance." Izca wields a deadman's switch, signaling her resolve not to surrender. Despite the challenges, Ursus, with Dona's help, knocks Izca unconscious, hearing her ominous final words: “All hail, the King in Yellow.” With Izca in tow, the group flees, only to witness the shop collapse into a 40-foot crater following a pulse and shockwave. Guards intercept them, questioning the events. Ursus explains that the guards agree to take Izca into custody, suggesting the group visit her in the jail cells later. Izca is shackled, her belongings confiscated, and the party rushes to inform the guards of the dangerous crystal Valen saw in the basement before the implosion. However, Izca offers no helpful information during interrogation; her demeanor is hostile and unyielding. During the interrogation, Izca manipulates Thorak with the spell Suggestion to recover her amulet, prompting Valen to use Detect Thoughts and sense two conflicting voices in her mind—her own and another urging silence. Valen's pointed questions provoke no clear answers, and Ursus fails to wrestle the amulet from her. Thorak surmises she may not be fully in control and presses her for details about a mysterious book, eventually removing the amulet for her safety. As Valen attempts to calm her, Bob notices her veins turning yellow and realizes something is trying to kill her. Izca begins seizing, but Thorak saves her with Spare the Dying, while Valen urgently requests a cleric from Captain Dan via guard Wayne. 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 "Sunk Cost Fallacy" is written and performed by The Floating Lighthouse Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
We pick back up with the party's exhibition matches. While the rogues had matches that went as expected, they were not without their moments of surprise from each of them. The fight that left everyone on the edge of their seats was between The Champion of Bahamut & The Gathakanathi General. While Galahad dominated the first part of this fight, putting all the combat experience he's had thus far to use, Tharia managed to fight back and overwhelm the paladin. With the match approaching its end, Galahad summons the power of Kanna's Fury and secures the win for himself. Respect and admiration are given to both warriors, and they acknowledge each other's abilities in combat. Then, the celebrations continue as Galahad does an expected but impressive display of drinking. The group are all enjoying themselves and letting loose; one person in particular is Shanks, who we find performing a remarkable bit of drinking himself later. While not what Galahad displayed, it was close and caused the crowd to erupt again in celebration. As Shanks makes his rounds, somehow Zechs gets pulled into showing off his drinking prowess and does exceedingly well, to everyone's surprise, except for the party. Zechs even manages to outdrink Galahad by a bit, which seems to put everyone, especially Galahad, in an uproar. Not too much later, Shanks decides to check in with Greyleaf and have a hilarious exchange about whether Greyleaf reports back to Mr. Bell and Greyleaf offering a gold coin to Shanks if he can chug the pint glass in his hand. Shanks then asks if he could set up a meeting between him and Rig. Shanks informs him that he wants to give her an answer to a question she asked but, unfortunately, was never able to provide it due to the circumstances at the time. He assures Greyleaf there is no reason to be concerned, and Greyleaf tells Shanks that he will relay the message but leave it up to Rig to decide what to do after that. A joke is eventually made about them likely having to carry Zechs or Galahad, and Greyleaf and Shanks inform him that he's more concerned with Glad. He informs Greyleaf about the argument with her patron. Shanks worries about how that may affect her abilities from now on, and she has yet to speak to the group about it. Greyleaf speaks about the gods and their intentions but suggests that they like to play with them, mess with their emotions, and use them as pawns, sometimes with false faces. Shanks replies that a god doesn't have to tell them who she is. Greyleaf suggests that she is less of a pawn and more of something the gods fear, which could be why they have messed with her the most. While Shanks doesn't want to see her get caught in collateral damage, Greyleaf informs Shanks that they are more than their namesake suggests, and pawns hold more power on the chessboard than most people realize. Greyleaf will talk to Glad later, but now it's time to sit back and relax. 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 The Floating Lighthouse Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
In what seems to be par for the course with this group… We pick back up as the group enjoys some of Welby's Special Blend from an Illathid skull. The group takes all the festivities in and absorbs as much of the culture as possible. Galahad is in his element, happy to walk through his ancestral home during this festive time. Arguile, Shanks, and Galahad signed up for some exhibition fights later that evening, but the rogues may have more ulterior motives than our Champion of Bahamut. Arguile and Shanks briefly discuss their “strategies” for their matches, while elsewhere, we find Zechs silently observing Galahad and doing his best to fight through what has been ailing him with some drink. The two discuss how Galahad feels about being here and what has been on his mind about upcoming events. The group is introduced to Tharia Stonekiller, the general, and there is some discussion about food, how they are enjoying the festivities, and a concerned questioning of the rogues' desire to fight the Gathakanathi warriors. A brief exchange is had between Hoshino and Pakia, during which she expresses her sympathies. While Hoshino would like to inquire further on what she meant, Pakia suggests that the discussion be had at a later time. The conversation shifts to a time some fifty-odd years prior in which incursions were occurring that she helped thwart that was not happening in the Range directly but in the surrounding areas and cities. Eventually, the main event is at hand as the three party members ready themselves for friendly matches against the Goliath warriors. It ends with tales of how the Gathakanaki clan came to be and the spymaster Nimia as she reveals information about The Bard of One Hundred Towns and more. 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 The Floating Lighthouse Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
Hey everyone, welcome to the thirteenth Divergent Paths cut scene. This scene originally came at the tail end of C1E1154 Feast of the Matrons pt 1. It follows the Gathakinathi spymaster Nimia on a yearly visit to a strange tavern in the home territory of the clan. 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
The group reconnects with Xoco, enjoying an evening of camaraderie, during which Salix seeks guidance from the void dragon, Gerviss, to deepen their connection with the Daughter of the Void. Meanwhile, Arguile learns the secrets of the Guardian's Rapier, discovering its history and connection to Fel Mon'ri, a descendant of the soul within the blade, Ibo. Zechs gifts Hoshino the Quill of Desire, and Glad has a tense exchange with her patron, The Protector, leaving her unsettled. As tensions escalate, the party finds solace and insight in each other, building on their shared experiences and strengthening their bonds. Drose falls under siege, scattering the party as they protect the city and its citizens. Each member plays a crucial role: Glad organizes a sanctuary, Arguile and Salix battle the draegloth, Galahad leads the city guard, and Shanks and Dreg fight their way through enemies. Hoshino, Zechs, and Duo provide critical support, rescuing those in peril and leading them to safety. As the chaos subsides, the group reunites, sharing vital discoveries about Ÿbo, Iolan, and the unfolding mysteries tied to the Void, deepening their understanding of the threats they face and the weight of their roles. Amid the aftermath, the party delves into research, uncovering ancient texts and relics that reveal startling truths. Hoshino confesses his role in a calamity that plagued Sloane, tied to his pact with Antithesis, a rival of the Daughters. The group empathizes with his revelation, recognizing the heavy burden of his choices. Their investigation points to Iolan's connection to Antithesis, leading them to reflect on the age-old struggle they've inherited. As they prepare for what's ahead, the party trains, gathers resources and seeks answers, determined to face the challenges looming on the horizon. There's so much happening, and we pick up with arc 23, “The Past Returns”. 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 Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
Hey everyone, welcome to the twelfth Divergent Paths cut scene. This was originally included at the end of C1E115 Down the Rabbit Hole. It took place in the same chamber where Collateral Damage found the machine in Granz City. It follows the other party working with the Journeyman, the Circle of Friends. It details the destruction of part of the machines pulling the planes together. 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
After catching up, the group walks around Tradeshore, starting with a visit to Roscoe, the bard. They request his help in sending a message to Sloane, providing an update on their recent job and her location. Roscoe agrees on the condition that they share their stories with him, which they find fair. They also offer him steady work at the Witty Glaive, the tavern Thorak and Ursus now own. Grateful, Roscoe accepts. Following his recommendation, they visit The Haberdashery, a shop run by Zaria, a tiefling. After introductions, Valen inquires about enchanting his bracers but struggles with the cost. Through negotiation, the group agrees to trade and make a deposit for the enchantment. Armed with information from Roscoe, the group heads to the Citadel Farthing and stops at an herbalist shop run by Izca. While Izca is occupied, Valen scouts the shop's upper and lower levels, discovering a locked room in the basement. He and Dona investigate, uncovering unidentified alchemical concoctions linked to the Scorching Sun group. Narrowly avoiding detection, they leave but are stopped by two city guards who recognize Thorak and Ursus. Thorak cleverly enlists the guards to surveil Izca's shop while the group takes a break to prepare for the evening's events. Their respite is short-lived when the surveillance team reports suspicious activity at Izca's shop. The group hurries back, devising a stealthy plan to investigate. In the basement, they find a gruesome discovery: long dead bodies that were not there earlier. The unsettling turn of events deepens their concerns about the Scorching Sun and heightens the urgency of their mission. 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 "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 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. Shanks later speaks with Greyleaf, discussing his transformation from Kyver to Greyleaf. Greyleaf explains his fight with the son of the Vitalis that took his life, but fate had other plans for him. He took it as a sign to leave all the negative that came with Kyver and let it die in that ring. The conversation continues and touches on some deeper parts of Greyleaf's upbringing and reasoning that he didn't tell the group much while with the party. In the conversation, he reminds Shanks that he can ask questions, but as he's said before, he can only speak about his own story. They have an uneasy conversation about Rig in which Shanks tells Greyleaf that he's not the same person he was before and doesn't live his life with regrets. Finally, the group touches down and is informed that they are at the Barrier Range. The group takes off, gathering the heavy cloaks from the bag of holding that Cereius once gave them. The travel up is almost entirely covered in fresh snow, which does not help Zechs' newest “gift” from Malar. The brisk and open mountain air and the sparkle from the snow heightened his sight and smell, and it was not a comfortable adjustment. The group bands together to help him out, and he's grateful. They continue up the path, with Galahad and Zechs taking the lead. When they finally arrive, Galahad explains to the person who meets them that he is from the line of “Those That Wandered,” Panea had mentioned coming here to meet them. There is a tense pause before the goliath says, “Come with me.” The group meets with their leader, Pakia, and Galahad explains what he knows of his ancestry. To this, she gives recognition, inquiring further about any more details since his ancestor's departure from Sloane. They finish speaking, and she encourages them to stay, which they accept, and participate in the festival. We finish with the group around a dinner table with drinks and tales of their party's early days. 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 The Floating Lighthouse Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
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. The latter half of our story involves Shanks, Greyleaf, Arguile, and Galahad in the courtyard, discussing the methods of extracting the purple worm poison and what they intend to do with it afterward. It's decided that Galahad, who likely has the most suitable muscle memory for the job, will be tasked with extracting the poison into vials. It is a slow start, as he is a bit more delicate than he knows he needs to be. During this time, Arguile reminds the guys that these are worth a lot in gold and they would be set on selling off most of it, to which Shanks says that he will decide once they're all extracted what he will do with them. They retrieve 18 vials between the two poison sacs. After this, they notice that quite a crowd has gathered to check out what they are up to. Shanks takes ten vials for himself and splits the other eight into two groups to distribute among the group. As we end, Galahad addresses the group and asks if it would be okay for them to stop off at the Range to visit the Goliath tribe. The group says yes, and they begin to form a plan for the next few legs of their journey. At this point, Arguile informs the group of his need to go to Iwi and his timeline for this to happen. This starts to change their plan, and they spend the rest of the evening making a new plan, which includes the timeline for the rescue of Arguile's mother in Iwi and stopping Galahad's father from taking revenge on the Ridge. It seems like the plan is relatively simple: goliaths in the Barrier Range, extract Malar from Zechs in Nymora, head to Iwi to help Arguile rescue his mom, and then go straight over to stop Galahad's father and the titan he's currently in possession of. Easy right? 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 The Floating Lighthouse Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
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. The conversation picks up with Rig asking if Arguile was one of the ones who defended her, wished her dead, or remained neutral in the skirmish at the Cascade, which seems like a lifetime ago but is entirely unfamiliar to THIS Rig as she is not the same one as the party or Shanks knew. Greyleaf informs her that Arguile was and, from what he knows of him, tends to remain a neutral party in many matters. Knowing this, she proceeds, and Arguile discusses his predicament. He asks if, with or without the party, he can get passage to Iwi to rescue his mother. She agrees and tells him to contact her, and she will appear. They also make notes to say if the party tries anything, they will handle it in their own way. After she leaves, Arguile gives a heartfelt thank you to Greyleaf and hugs him, and he allows himself to break down and cry momentarily. Greyleaf and Shanks discuss toxins, poisons, and the like after breakfast when Greyleaf shares with Shanks a vial that unnerves him. They discuss the implementations and intentions behind what they use these for, which the group has skewed but mixed opinions on. As things settle, a goliath woman embarrassingly asks, “Which of you is from the Gothakanaki clan?” Quickly, she realizes that Galahad is the one she is looking for. After introductions, she tells them she is curious and wants to meet him as she is also a Gothakanaki but has never met him. He explains the history of the goliaths that accidentally found themselves on Granzia from Sloane. After their chat, she invites Galahad to the Barrier Range to meet the rest of his distant family. After a quick discussion, the group decided that that was their next destination. 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 The Floating Lighthouse Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
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. 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 "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… Find out what happens next in this episode of the Medusa's Cascade: Collateral Damage! Theme Music is written and performed by The Floating Lighthouse Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
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… Find out what happens next in this episode of the Medusa's Cascade: Collateral Damage! Theme Music is written and performed by The Floating Lighthouse Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
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 LighthouseRead & Mixed by Thomas Lapierre IIICheck 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 Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
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. After calming down Hoshino, who for obvious reasons is untrustworthy of this new face, the group introduces them properly. Greyleaf also reintroduces himself to Salix as their time together was brief, and they probably saw him in a much different light than he currently is. He tells bits of the story of where he's been, what he's been up to, the reveal of a daughter and wife, and lack of drinking. It takes some time to process it all, and for some, it takes longer than others in the group. There are still some sentiments of shock and disbelief, and now frustration begins to form as he informs the party that he can only tell them so much, as he is not at liberty to tell other people's stories. He lets the group know he, Cereius, We Aqha, Rig, and the Mercurial Avenger are a party under the employ of one Mister Bell. He also informs them of what happened to him in Nymora and the Vitalis Manor. Zechs informs him that he's upset he chose HIS identity out of anyone to use AND is still a little upset about the assault on his father. Greyleaf apologizes, and the group catches him up as well. They share a drink of revelry at the return of their ally and friend. We end with a conversation between Galahad and Bothok. Pleasantries are exchanged before they speak candidly on Galahad's line of questioning. The rift that brought his clan to Granzia is still present but may not be the exact bridge between the two planes. He learns that his father is working with Arioch to bring back a titan. Galahad realizes there are more players on the board now with this information, and he must do his best to get things to a halt before the gathering on the Ridge. Upon ending the conversation, he adds Arioch to his “list.” He is reminded of some of the first words he ever heard from his patron… “Violence is a last resort, exhaust all other options.” 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 The Floating Lighthouse Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
Finding and investigating the former quarters of Iolan, the party comes across a library with many books that, while not magical, are rich with information on all the various schools of magic. Also, in this library, they come across a map of Sloane that is not the Sloane that they now know but one that is likely from ages gone by. After, with Jrehg's guidance, they wander around the burial site of a large-scale battle. They don't find much of note other than the appearance of a grave where someone once laid, which shows the handmarks of someone climbing out of their grave. They give Chantico, Tozi, and Xoco their findings and head back to the inn to find Hoshino in a better state than they left him. After catching up with the party, Hoshino reveals that he was the cause of the calamity during that age of Sloane. With this, he tells them that Eldertwine is the plague that took hold of the plane of Sloane. He goes on to explain that in his pursuit to thwart death towards the later years of his life, he found what is called Antithesis—one of the entities that oppose the Daughters and with whom he struck a deal. However, he tells them of this fateful encounter and his trials to get his gift of extended life at a high cost. After this, the party takes a second to process what they heard but extend to Hoshino nothing but empathy as they know it is not a choice that came lightly. Going through the books and map the group took from the library, the group realizes that Iolan must have also sought Antihesis. According to the journals, the last entries appear to line up before the end of that age. The group begins to separate and do what they can to train, gain information, rest, or make sense of the recent events. Arguile reaches out to the soul in his sword, figures out the dynamic between Ÿbo and Iolan, and what other information she can provide that would help in any way. 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 The Floating Lighthouse Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
In the northern reaches of Granzia sits a region that is often left to its own devices. Rugged mountains, tundra, and a slumbering ancient white dragon are all features of the Coldbring region. In the ninth episode of Across the Planes, Tom, Tone (Galahad), and Floki (Redacted) discuss and come up with the lore surrounding the region of Coldbring. Over the course of the conversation, they discuss the culture, religion, industry, and overall vibe of the northern reaches of Granzia. VO: Antonio Perez, Floki the DM Edited and Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
Welcome to Part 3 of the Prologue of our new monthly campaign: Blood & Booze! Over the summer we will set up the events leading into the first adventure: The Scorching Sun. Each prologue will provide context to the adventure as well as 2 character profiles and player profiles from the party. This episode features the profiles of Ursus and Dona, and their players Tone and Cheyenne. Thanks for joining us and we hope to see you next month! Narration written & recorded by Thomas Lapierre III Ursus by Antonio Perez Dona by Cheyenne Clardy Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
With the siege of Drose reaching its conclusion. Most of the party helps the citizens as best as possible and regroups outside the temple. As the adrenaline leaves Hoshino, he's shocked and heads to the Inn with Glad. The party, minus Zechs, catches each other up on what they've experienced and uses their shared knowledge to inform their next steps. Together, they recount the story Bound to the Void, the conversation that Gerviss had with Salix, Arguile had with Ÿbo, and any other information they've gathered so far. It's decided that Arguile would likely need to speak with Fel once more and Ÿbo again after that. Salix speaks to Gerviss and he informs them that Iolan and Ÿbo are lovers. Outside of that, he didn't have much more information to offer as he was unaware of their story. On the other hand, Zechs decides to head back to the Scholar's Enclave to seek information regarding the creatures that attempted to overtake the city and figure out any info regarding Eldertwine. Regrouping with the rest of the team, Zechs catches up and divulges the information he gleaned to the team. A critical few details arise… Iolan mentioned Hoshino Matsuo by his full name and said she was there to give her regards. She spoke with Arguile directly briefly and insulated that Ÿbo was not trustworthy. Together, they head over to Tozi and explain what happened based on what they saw. They also give her information about Iolan being the culprit. Tozi is grateful for their help in protecting the city and its people. She asks that the group remain in Drose for a few more days to ensure the citizens' safety in the event of another attack. The party agrees, and they again begin to disperse throughout the city. 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 The Floating Lighthouse Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
The siege of Drose is fully underway, and the party is scattered across the city. The Draegloth are sources of fear and shock as they pass through Drose and its citizens. Glad heads back to the inn and lets Arguile and Salix know to send people her way for safety, rest, and healing. Arguile and Salix agree and make their way through the city, taking out many of these creatures along the way. Arguile uses his Guardian's Rapier and Salix using their Druidic wild shape ability to get the job done. Galahad works with the city guard to eliminate the threats and uses his animated tower shield to protect the citizens. Shanks is with Dreg, clearing out enemies with his bow, Mind's Eye, and Jrehg with a greatsword of carved bone that cleaves enemies as if paper. He wields this weapon with ease, which is impressive as it's almost the size of Galahad. On the other side of the city, Duo helps guide citizens to safety and provides “eyes in the sky” for Zechs. Hoshino, Zechs, and conjured bears help take down some of the Draegloths and help rescue the citizens who are in the path of destruction. There is chaos throughout the city, but Collateral is doing its best to be the heroes we know them to be. Find out what happens next in this episode of the Medusa's Cascade: Collateral Damage! Theme Music is written and performed by The Floating Lighthouse Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
We return to the battle with Xoco, Galahad, and the intruders of Drose. Upon the enemy's defeat, Xoco makes the call to abandon her trial and realizes that Drose is under siege and needs the champion's protection. We then pan over to Hoshino and Zechs I'm the Scholar's Ward and enjoy themselves until a mysterious figure disrupts the history lesson, leaving Hoshino in a state of shock and Zechs uncertain of what to do. We finish with Salix and Gerviss discussing Salix's disdain and history with Dragonkin. It is an exchange of understanding, empathy, and guidance of their newfound abilities. However, Drose is under siege and the conversation is cut short. 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 The Floating Lighthouse Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
In the northwest corner of The Heartwood, nestled between the Shattered Range and the Tempest's Gauntlet sits the segmented Elven city of Invenas. Settled in the early days of recorded history, this city started as a religious site settled by six clans of Elves. In the eighth episode of Across the Planes, Tom embarks on a solo mission to finish fleshing out the infamous city of Invenas. Over the course of the episode, he discusses the culture, religion, industry, and overall vibe of the Elven city before and after the Web of Fate. Written, Edited, and Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
Welcome to Part 2 of the Prologue of our new monthly campaign: Blood & Booze! Over the summer we will set up the events leading into the first adventure: The Scorching Sun. Each prologue will provide context to the adventure as well as 2 character profiles and player profiles from the party. This episode features the profiles of Chantico and Bob, and their players Liza and Sebastian. Thanks for joining us and we hope to see you next month! Narration written & recorded by Thomas Lapierre III Chantico by Liza Bob by Sebastian Bonet Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
We pick back up for the conclusion of the heated argument between Glad and The Protector. Afterward, Shanks, with the aid of Hoshino and Galahad, offers her empathy and understanding. She is comforted by this, and Shanks breathes a sigh of relief, seeing as this did not go so well in his similar attempt with Zechs. Arguile breaks off from the group and connects with the Guardian's Rapier. He is asked to introduce himself and asks what he wishes to know. He gets a history lesson on the origins of this blade, its previous wielder, and the soul that resides within it, ending the conversation with the soul saying “She's here”. We pan over to Shanks as he finds Jrehg, the Orc he was told to find. They connect upon learning that Shanks speaks Orcish and learning more about each other and their respective histories. There is a discussion about the gods, balance, and goals while the two traverse through the city of Drose. We end with Xoco in gleaming armor, beginning to make her way through Drose with Galahad and begin her trials. She is confident and Galahad assures her she will prevail, but the first trial proves difficult with her being charmed. Eventually, she breaks the hold over her, but the fight in front of them is only just beginning. 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 The Floating Lighthouse Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
Last we left off the group and Xoco were catching up as they've done with many new allies. There are jokes made at Galahad's expense, and they eventually go out for the evening for food, drink, and more revelry. Salix makes their way to a temple to speak with Gervis, the void dragon, and connect more with the Daughter of the Void. They ask for guidance and a bit of clarity in the understanding of their powers and their role. Later that evening, we get Arguile's education on the Guardian's Rapier. He learns how to utilize its powers fully AND learns the connection between the gentleman Fel Mon'ri, a descendant of a companion to the soul residing inside the Guardian's Rapier, Ÿbo. Afterward, Arguile is handed a piece of magical parchment that allows Arguile to write and for Fel to see. Back at their lodging, Zechs gives Hoshino The Quill of Desire, which he's had since his time in Barovia and felt was better suited for the bard. We end with Glad in a meditative state, unknowingly reaching out to her patron, The Protector. The conversation started well but escalated as he avoided answering Glad's questions. Was she being manipulated by him? Could she truly trust him or what her alternate said of him? This entire exchange left Glad feeling uncertain and at her wit's end. The truth may not be what she truly wishes to hear, according to The Protector. Tensions rise as we head into the next episode. 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 The Floating Lighthouse Mixed by Thomas Lapierre III Check out the show at themedusascascade.com
The group returns to Salix's hermitage, where Aeron assesses the damage to the Swift Hummingbird, and they decide to rest for the evening. The next day, Hoshino, Zechs, and Shanks set out to retrieve a replacement crystal, meeting a manifestation of Sloane, who questions their intentions but ultimately grants them the crystal. Shanks, feeling like a liability due to his patron Arioch, is reassured by the group that they will face this challenge together. Arguile suggests speaking directly with Arioch, who offers to relinquish Shanks from his contract if the group can defeat him under specific conditions. The group decides to perform a ritual to sever Shanks's pact, during which Shanks reveals his guilt over causing a war between Elves and Goliaths. Despite the emotional toll, the ritual is successful, and the group moves forward with renewed resolve. After resting, the group prepares for their next steps. Zechs has a disturbing dream about a tiger, leaving him uneasy. The group visits Salix's childhood home, finding it ransacked, but uncovers a hidden library and a heartfelt letter from Salix's mother, which reveals her tragic fate. This discovery deeply affects Salix, and the group offers comfort. They then visit their friend Chico in Balazaar, where they share updates and receive support. Chico helps shed light on the Malar issue and reassures Hoshino. The group leaves with more food than needed and heads back to their ship, setting course for Drose. During their journey, they train and rest, but their respite is interrupted by an attacking airship filled with were-creatures empowered by Malar. A fierce battle ensues, with Zechs struggling against Malar's influence while the team fights to free their ship. Despite heavy resistance, they fend off the attackers and stabilize their ship. In the aftermath, Zechs is distraught and continues to battle Malar's presence within him. Hoshino offers comfort, but Zechs drinks himself back to sleep. Over the following days, Zechs isolates himself, feeling Malar's presence more intensely. Tension rises among the group as they try to make the most of their time on the ship. Shanks attempts to empathize with Zechs, but Zechs struggles to cope, leaving the group concerned about their future. Despite the low spirits, the team remains committed to supporting each other as they approach Drose, ready to face whatever challenges lie ahead. There's so much happening, and we pick up with arc 21, “The Lost City of Drose”. 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