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The Medusa's Cascade

Mr. Bell

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


Includes: campaign recap episodes (Season 101), setting lore episodes (Season 102), character profiles (Season 103), and NPC side stories.


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

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  • 20 episodes
  • weekly
  • Avg 1 hr 28 min
  • English
  • S11 · E1
    Yesterday · 2 hr 32 min

    Collateral Damage - The Twin Seers

    The Shattering of Iwi Ch 1 We begin with the reconnection of father and son, Shankise and Kalgar. It's not as tense as the night's other conversations between child and parent, but a mix of heaviness and levity hangs between them as Shanks catches his father up on a few things. They exchange apologies, tears begin to form, and father and son share an embrace. We pan across the evening's events to Arguile and Cenari, who discuss the future and what opportunities may lie ahead for them. Having not caught up in quite some time, the two share a fun exchange and banter. Panning across the scene again, Argo and Galahad are deep in their cups as they discuss Argo's best friend and Galahad's mentor, Antonius. How Antonius reached the point he's at and how what he's doing is not nearly rightfully justified, no matter how much pain he's in. Later in this conversation, the name Oorvo, or as we now know him, The Judge, gets brought up. Talk about a blast from the past. Argo asks how Galahad came upon that name and learns about his former brother-in-arms' alternate identity. With this, Argo gives Galahad a little more detail and context to the Constable's Judge. The conversation ends with Argo bestowing advice on fighting such a person in the inevitable fight to come. Hoshino has an unexpected visit from his descendant Hiyo. The two exchange stories about what they know of their lineage and what brought them here. There's some sadness when Eldertwine is mentioned, but the exchange tells of the desire for redemption and the heaviness of guilt in Hoshino's heart. We end as we do all such events: with a drinking game and stories from their adventures thus far. Of course it wouldn't be a drinking game without laughter, chaos, and lots of shenanigans as well. There's so much happening, and that's where we pick up… Find out what happens next in this episode of the Medusa’s Cascade: Collateral Damage! Theme Music is written and performed by Efflorescence Mixed by Thomas Lapierre III Title Card by Pierce Graphics Check out the show at themedusascascade.com Hosted on Acast. See acast.com/privacy for more information.

  • S10 · E204
    September 12 · 2 hr 39 min

    Collateral Damage - One More Round

    The Blooming Court Ch 16 We start with Mr. Bell going over the dossier he hands to the party and telling them their first stop is Iwi, to change the outcome of the war between the rebellion (The Ember Concord) and the Emerald Empire, led by Shun-Dai IX. Torok and the rebellion win, putting Torok in a leadership position before he ultimately becomes a tyrant himself. Mission guidelines and plans are set in place before the team acquires some fun toys to help with this endeavor. Galahad, eager to try out his new arsenal, heads to the training room downstairs and is pleased with the results. Back in the tavern, the party discusses the implications of what they're doing. They discuss their legacies, impact, past, traumas, and futures. They anticipate interference from The Constable as they arrive in Sloane to pick up Zechs' parents for a difficult conversation. It goes as well as you'd expect, as he informs his parents about EVERYTHING this plan entails and offers them a life raft. He then has a similarly difficult, if not even more difficult, conversation with his adopted family, particularly Argo and Natasha. While things get heated and everyone seated begins to choke up, Zechs understands Argo and Natasha's decision to decline the life raft. Fortunately, some of his adopted siblings do take the offer, and to end things on a high note, the parents (both biological and adopted) finally meet. They gather the rest of the Shuffle Guild and have a much-needed night of revelry before they venture on this dangerous gambit. We end with drinking, laughter, celebration, and conversation scattered amongst the tavern. The evening ends with the most unexpected visitor... Shanks' father. There's so much happening, and that's where we pick up… Find out what happens next in this episode of the Medusa’s Cascade: Collateral Damage! Theme Music is written and performed by Efflorescence Mixed by Thomas Lapierre III Title Card by Pierce Graphics Check out the show at themedusascascade.com Hosted on Acast. See acast.com/privacy for more information.

  • S101 · E31
    September 5 · 18 min

    Field Reports 31: Daughter of the Vine

    The party finishes preparations for the Ren Faire, recounting the recent battle and their encounters beyond death before stocking up for the next leg of their journey. At the Faire, Shanks and Zechs dominate the archery game; Turk tests his new abilities in an exhibition fight and is quickly defeated. At the same time, Galahad enters the jousting tournament atop a summoned pegasus. After losing to the crowd-favorite Red Knight, Galahad wins the rematch but nearly kills him, then uses Lay on Hands, pays him an apology, and dramatically flies away. Turk and Zechs receive eerily accurate fortunes, while Arguile and Shanks try their luck at the casino. Galahad later visits The Old Pickaxe, where he bonds with owner Ron over Dwarven whisky and steak, learns more about the city's inner workings, and is offered another job involving a corrupt figurehead. Meanwhile, preparations for Uscana continue: Zechs learns that his bow, Jack of All Trades, is made from rare ghost silver tied to the Astral Sea and a dead god's tooth, while Galahad retrieves his reforged Kanna's Blazing Fury and buys the Thunderstrike Mace. The party then takes Strauss's company jet toward Uscana, only to be attacked by flying Fey; the pilot is killed, Glad and Turk struggle to land the aircraft, and Galahad destroys the primary attacker before the party crash-lands. After assessing the wreckage, Shanks and Duo scout the dense Feywild forest while Zechs confirms the overwhelming Fey presence. The group prepares protections against Fey magic, and Glad offers tribute to the land for safe passage before encountering a booze-loving pixie and narrowly escaping a Fey trap. Zechs stresses that the party follows his lead, given his experience in the Feywild, and they establish camp. During the watches, Arguile and Shanks encourage Duo to pursue a more active role beyond scouting; Turk explains why the crash shook him and discusses his past and Paladin oaths with Galahad, who promises the party will support him against Kas if needed; and Glad and Zechs discuss faith, the gods, and their found-family bond. Their conversation is interrupted by the Briar Envoy, who chastises them for failing to properly present themselves to the Queen and demands a suitable tribute within a day. Hoshino then returns with The Journeyman, exhausted but warmly welcomed, and the party brings him up to speed before heading to the Fey Court. Queen Sinestra offers two choices for their tribute: retrieve a once-in-a-century Songbloom from the treants or recover her former consort's mask, and the party chooses the Songbloom to avoid provoking a war. Using Shanks's knowledge of the Songbloom and Zechs's tracking abilities, the party begins the detour while Galahad grows increasingly frustrated with their circumstances. During camp, Turk receives another lesson in Thieves' Cant, reveals his singing ability, and tells Hoshino how he earned the nickname Big T; Hoshino counters with a story about Arguile and Shanks battling the Gathakanaki warriors. Shanks senses they are being watched, later confirmed during Arguile and Hoshino's watch as they discuss Arioch, family, and Hoshino's regret at missing what happened; Arguile assures him there is nothing to forgive. The final watch is lighter, with Zechs teasing Galahad about his frustrations. The next morning, the party organizes spells and supplies, with Duo estimating two days to their destination, but Shanks and Zechs continue sensing their pursuers. Shanks finally slips into stealth and activates his Gem of Seeing, revealing an armor-clad Loxodon painfully familiar to the group. There’s so much happening, and we pick up with arc 31, “Daughter of the Vine”. How will the rest of this story unfold? Find out next time on the Medusa’s Cascade: Collateral Damage! Theme Music is written and performed by Efflorescence Mixed by Thomas Lapierre III Title Card by Pierce Graphics Check out the show at themedusascascade.com Hosted on Acast. See acast.com/privacy for more information.

  • S3 · E2
    August 29 · 2 hr 40 min

    Blood & Booze - Settling In

    Trouble in Zur Algud Ch 2 The group arrives in Zur Algud and immediately takes in the city's wonders as the festivities begin. They ask locals about the events and sights they shouldn't miss, and are told that, among the many things the celebration brings, the fighting tournament is certainly one of the highlights. This gets the attention of The Slash Bros & Valen, and they make a note to head to the coliseum to register for the fights. Finally, the group heads to their lodgings at the Ebonwing Lodge and finds that Dona has already arrived ahead of them, and they are staying in a very luxurious suite. They are blown away by their accommodations and make themselves at home. At some point in the day, Bob sneaks away to don himself in his Gidorian Jager disguise and go check out the local talent. The three competitors in the tournament go back to finish registering and undergo physical testing to gauge their prowess and weed out anyone not suited for this level of combat. When it's all said and done, their results determine how they're placed in their brackets. As they finish, Valen feels a vibrational resonance emanating from his blade, Mind Splinter. Still, outside of seeing the former champion Leonin Kios, who has a similar crystallized blade, he can't figure out why this is happening. He decides to look around for someone in the city who might point him in the right direction. Ursus and Thorak join to do some shopping themselves. They meet Garrick, a dragonborn blacksmith, who tells Valen that while this isn't his specific area of expertise, he should try connecting with his weapon and see what bears fruit. He is also told his blade comes from the Outer Realms, and the new information makes the monk a bit hesitant about his weapon. Ursus strikes a deal for some Emerald Dragon armor to help ward against psychic damage, which Garrick agrees to; he offers to sponsor Ursus, the caveat being that he pays for the armor unless he wins the tournament, in which case it'll be a gift for the champion. There's so much happening, and that's where we pick up… Find out what happens next in this episode of the Medusa’s Cascade: Blood & Booze! Theme Music is written and performed by Efflorescence Title Card by Pierce Graphics Mixed by Thomas Lapierre III Check out the show at themedusascascade.com Hosted on Acast. See acast.com/privacy for more information.

  • S10 · E203
    August 22 · 2 hr 23 min

    Collateral Damage - Tough Conversations

    The Blooming Court Ch 15 The group wakes up to find Turk has left, much like Greyleaf and Cerius did some time ago. They discuss their next course of action, possibly heading to Granzia for unfinished business with Galahad's father, Antonius; the pincushion-maker fiasco, and Zechs wanting to check on Argo and the guild. The group discusses making any necessary purchases before leaving, even mentioning cold-weather gear as they plan to go to the mountains of Granzia and potentially to Coldbring. Shanks hands Galahad a concoction of sorts that shaves some years off of him, something the elven alchemist has been working on for him. There's some initial shopping for cold-weather gear and supplies, and discussion about possibly acquiring an Amulet of the Planes. Later, in the midst of the montage, Zechs settles on the callsign Overwatch, which Duo agrees to. They also come across a very familiar sign and come across a familiar tiefling to Hoshino & Shanks. Once inside the tavern, they're greeted by a cheery dwarven gentleman who takes some orders and informs them that the "boss" will be with them shortly. The group meets Mr. Bell, the 8th face of The Journeyman, who apologizes for taking Hoshino away for so long. He explains what he was doing with Hoshino, gathering information so that the group doesn't have a million questions. He gives the group 2 options: the first would be to stay the course and continue as they are to stop The Constable and his plans, which would alter their timeline's history from a few hundred years ago to the present. Second, they could go back several thousand years to prevent the planes from ever being judged unfit in the first place, which would change several thousand years of their history. In both cases, only the party would retain their memories of the events from their original timeline. The party weighs the decision, and it falls to Zechs, since he has the most to lose in this instance. They even offer potential life rafts for his family if that is a possible option. With a heavy heart and full understanding of the weight of this decision, they take the second option. Mr. Bell respects and understands this decision was not easy to make; he allows a few liferafts and hands them a dossier for their next 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: Collateral Damage! Theme Music is written and performed by Efflorescence Mixed by Thomas Lapierre III Title Card by Pierce Graphics Check out the show at themedusascascade.com Hosted on Acast. See acast.com/privacy for more information.

  • S10 · E202
    August 15 · 2 hr 15 min

    Collateral Damage - Number 8

    The Blooming Court Ch 14 We start with the party finalizing the details of their gamble, making The Executioner a double agent. The party then returns to Dorna's home to regroup, shop, decompress, and figure out their next move. After grabbing breakfast, Hoshino's inability to taste anything but ash comes up again, and the group raises the idea of finding something to help him enjoy food and drink again. Afterward, the group receives their custom orders, which were dropped off at Dorna's home. After taking some stock, the party decides to stretch their legs and do some more shopping while they're still in the technologically advanced plane of Iwi. There's quite a bit of shopping for very specific items, Zechs and Shanks getting custom arrows, for instance. Some items from their inventory and bag of holding get traded for gold or toward another item or enchantment. We end shopping with some custom requests from Glad, a staff modification for Hoshino, and some healing potions for the group. Duo talks with Zechs about getting into the fight more, and they have a serious talk about expectations and trust, but ultimately Duo gets what he wants. Zechs also gets sat down to review all the media Duo consumed while in Iwi and says that if he's going to have a callsign, he wants something other than Goose, and to let him think on it. Dorna takes Glad and Salix to the rooftop garden she has, and they connect over their love of nature. There's so much happening, and that's where we pick up… Find out what happens next in this episode of the Medusa’s Cascade: Collateral Damage! Theme Music is written and performed by Efflorescence Mixed by Thomas Lapierre III Title Card by Pierce Graphics Check out the show at themedusascascade.com Hosted on Acast. See acast.com/privacy for more information.

  • S10 · E201
    August 8 · 2 hr 34 min

    Collateral Damage - Take a Beat

    The Blooming Court Ch. 13 The battle continues, and it's anyone's guess as to who will come out on top. While the party does manage to gain the advantage, the opposition has the numbers on their side and spell resistances. Arguile is dominated and told to take out the healer, who is, circumstantially, Salix. Shanks goes down but is picked right back up with a combat medic maneuver from Duo via a Goodberry. Immediately after getting up, Shanks takes out the person who dominated Arguile, freeing him of the spell. Glad and Galahad make quick work, tearing through the cannon fodder; eventually, the fighting comes to a close, and the party can heal and rest up until the Force Cage spell drops on the Executioner. It's during the conversation with The Executioner that the party discovers where her allegiances truly lie. Galahad takes the lead in this and not only gets her true name, but also her complicated situation and the turn of events that led her into league with The Constable. At one point, it's revealed that The Judge is the surviving member of the Gargoyle Unit, the same elite unit that Argo and Antonius are surviving members of in this reality. With revelations made, cards put on the table, and newfound allies formed, the party works with The Executioner as a double agent, which will prove very tricky and dangerous but would be a huge win for them and their allies who are trying to stop the planes from colliding. There's so much happening, and that's where we pick up… Find out what happens next in this episode of the Medusa’s Cascade: Collateral Damage! Theme Music is written and performed by Efflorescence Mixed by Thomas Lapierre III Title Card by Pierce Graphics Check out the show at themedusascascade.com Hosted on Acast. See acast.com/privacy for more information.

  • August 1 · 10 min

    Divergent Paths - Nine Emperors of Emerald and Brass

    Hey everyone, and welcome to the twentieth Divergent Paths cut scene. This particular scene surrounds a time and place that the party hasn't reached yet. Think of this scene and the last Divergent Paths as a sneak peek into what is ahead for Collateral Damage. The party doesn't know this information, but you do. Written and read by Thomas Lapierre III Title Card by Pierce Graphics Check out the show at themedusascascade.com Hosted on Acast. See acast.com/privacy for more information.

  • S3 · E1
    July 25 · 2 hr 15 min

    Blood & Booze - City of Dragons

    Trouble in Zur Algud Ch. 1 With the battle still underway, the group uses all they have in their various kits. The cleric begins to look hurt, but the fight is far from over. In retaliation towards Thorak, the cleric casts Harm on one half of the Slash Bros. Valen, trying to test his luck with his magical flask, drinks an Elven Ale called PolyPilsner, which polymorphs the monk into a canary. Chan summons a flame strike on the flesh effigy, and it does even more damage than expected; as a result, her flames that she's done so well to control and suppress thus far are now beginning to go wild. A giant sunbeam from the Mad Cleric takes out a good number of the team, rendering them unconscious. The team's own cleric, Thorak, helps Chantico back up with a Cure Wounds spell. As she comes to, she uses burning hands on the cleric of Hastur, finally putting an end to him. They don't have time to celebrate; they pick up their fallen allies and begin to make a fast exit. The blob makes an unsettling sound that brings back some "familiar" faces. The andrite in the mines begins to explode as the group attempts to flee and fight as they head out of the mines. Chan calls to the Daughters of Creation and Enya to aid in the safe exit of her friends and companions. Calling three scorching rays towards the monsters closing in on the group, which coalesces into a sphere surrounding the group as Enya attempts to teleport them out. It is successful, and in a flash they are outside the mines, and as they look behind them, they feel the immense explosion that erupts from the mines. After the smoke and dust settles, they realize that Chan is no longer with them. The party is embraced, arriving in Tradeshore as heroes, as Hanith Blackburn sent word of their heroic deeds. They are offered a reward to Zur Algud to celebrate the upcoming Festival of the Children, accommodations at the Ebon Wing Lodge, a 10g-a-day stipend, and access to the family's teleportation circles to travel to and from. We finish with the varying accounts of what the party did in the three weeks leading up to their travel for the festival. From one adventure to the next, they sharpen their skills, broaden their horizons, and prepare for a time of reprieve and revelry if it were only that simple. There's so much happening, and that's where we pick up… Find out what happens next in this episode of the Medusa’s Cascade: Blood & Booze Theme Music is written and performed by Efflorescence Title Card by Pierce Graphics Mixed by Thomas Lapierre III Check out the show at themedusascascade.com Hosted on Acast. See acast.com/privacy for more information.

  • S10 · E200
    July 18 · 2 hr 9 min

    Collateral Damage - The Twist

    The Blooming Court Ch. 12 The party glances at the true Song Bloom and chooses one that they think will please the Queen. It, however, takes some time and teamwork to figure out how to properly remove it and keep it intact and healthy for travel. Zechs manages to uproot the Song Bloom and, with the aid of Galahad, makes a makeshift pot for it to travel with. Before heading to the Queen straightaway, the group, using Arguile's Rope Trick spell, devises a plan for what they should do if things inevitably go sideways. Taking all possible scenarios into account, they agree to try to avoid fighting at all costs, but if it comes down to it, so be it. The party presents the Song Bloom for the Queen's approval, but after getting what she wanted, she promptly leaves, and a fight between her guards and the party ensues. The twist? A familiar halberd wielder joins the fray as The Executioner makes her attack as well. The fight is intense as each side pulls out its big guns, trying to overwhelm its opposition. Ultimately, through a lot of teamwork, grit, and heavy swings of their weapons, the party manages to shift the tide to interrogate The Executioner when the dust settles. There's so much happening, and that's where we pick up… Find out what happens next in this episode of the Medusa’s Cascade: Collateral Damage! Theme Music is written and performed by Efflorescence Mixed by Thomas Lapierre III Title Card by Pierce Graphics Check out the show at themedusascascade.com Hosted on Acast. See acast.com/privacy for more information.

  • S10 · E199
    July 11 · 2 hr 11 min

    Collateral Damage - The Songbloom

    The Blooming Court Ch. 11 We pick back up with Glad, who comes face to face with the Daughter of the Vine. It is here that she is told the circumstances of her birth, or rather, how she came to be. It's not an easy tale to tell, nor is it easy to receive. The Daughter speaks of Corellon and his making of what would become her siblings, or the ones who came before her. Sharing in great detail their purpose and their intention. Finally ending with Glad's story. Glad, very torn between distraught and trying to wrap her head around what she has just heard, continues to listen and take in what the Daughter tells her. Feeling uncertain about what she's to do and watching the world crumble beneath her feet, Glad tells the Daughter that, while she's been on this journey, she's slowly discovered who she was and is now conflicted by the truth that clashes with her identity. The Daughter tells her that she is who she chooses to be and not where she came from. She has made conscious decisions to be who she is, and she has not done so out of obedience or command. Glad feels reassurance that she hasn't felt in quite some time, as well as recognition that she was doing well. The Daughter informs her that there is no trial for her to endure for her blessing, as this entire journey has been her trial. With that, they embrace in a much-needed hug. On the outside, the party, still waiting for Glad, is discussing their next steps. Some feel as though they shouldn't incur the scorn of the Fey by disregarding the Queen's request for the Song Bloom, and on the other side, some wish to heed the warning of Shankise and be instruments in starting a war. This all happens as Glad is speaking with the Daughter and continues upon her exit. Eventually, the party leaves it to speak with the Treants, hoping to reach a peaceful third option. Exiting the lake, the group heads back the way they came, and upon entering Treant territory, they decide the bards should speak with them to reach a peaceful resolution to their predicament. The Treants receive the party and invite them to speak with the elders about what was asked of them and by whom. The party is then informed of the ramifications of what would occur if they got the Song Bloom and began to question the nuances of THE Song Bloom and A Song Bloom, hoping that by not taking THE Song Bloom, they can avert the Queen's intention of starting a war while not incurring her wrath for finding a loophole. There's so much happening, and that's where we pick up… Find out what happens next in this episode of the Medusa’s Cascade: Collateral Damage! Theme Music is written and performed by Efflorescence Mixed by Thomas Lapierre III Title Card by Pierce Graphics Check out the show at themedusascascade.com Hosted on Acast. See acast.com/privacy for more information.

  • S101 · E30
    July 4 · 20 min

    Field Reports 30: The Blooming Court

    Amid a desperate retreat through Ors Themar, the party is scattered and under relentless pressure. A draegloth pins down Arguile, Shanks teeters on the brink of death, Galahad draws constant enemy fire, and Yurik struggles to regroup with the others. Through quick thinking, Zechs, Salix, Duo, and the rest manage to extract Arguile, rescue Shanks, free Galahad, Turk, and Glad from a magical binding, and reunite the party. They are then led to safety by Enich, Yurik's son and Arguile's half-brother, who provides refuge, shares what he knows of Ors Themar, and helps them recover before guiding them toward an escape route. After narrowly escaping the city, the party reflects on what they've witnessed during camp while Arguile's mysterious stone rapidly counts down. Shanks discovers a copper coin and a raven's feather, and growing signs point to Arioch's manipulation. Racing back into the city after the stone reaches zero, they find Dorna missing, identify Yurik's sword as Tempest's Edge, and rush to answer Shepard Miles' summons. At the cemetery, Arioch reveals the devastating truth: Yurik is Arguile's biological father, having sacrificed his own heart to save his son at the cost of everyone's memories. Later reunited with Dorna through Arioch's cruel amusement, the two unknowingly had Enich together. Arioch forces father and son to duel for the right to become his general, threatening to endlessly kill and resurrect Dorna until they comply while infecting Enich with the same deadly illness that once plagued Arguile. Though the party aids from the sidelines, they are powerless to stop him. Yurik ultimately chooses to go willingly with Arioch after an emotional farewell, leaving the party to battle Shepard Miles' forces. The ensuing fight quickly becomes a brutal uphill struggle as a necromancer raises undead, a monk repeatedly stuns Galahad and Turk, and the enemy relentlessly presses its advantage. Galahad receives Bahamut's blessing after falling in battle, rising with divine power. At the same time, Arguile slays the cleric, Shanks, Arguile, and Zechs eliminate the monk, and the remaining undead are slowly cleared. The battle reaches its darkest moment when the necromancer casts Power Word Kill, instantly killing Shanks before later dropping Turk with Cone of Cold, while Zechs also falls unconscious. As each fallen hero enters the Veil, they receive life-changing encounters: Shanks speaks with The Hunter, fully awakening Mind's Eye, and later receives the Matron of Ravens' blessing to oppose the Constable; Turk confronts Kas the Bloody-Handed, who strips him of his warlock powers after he refuses to serve him further; and Zechs finds peace with Tumra, the Snow Leopard, awakening with her white handprint upon him. Salix ultimately revives Shanks, the party defeats the remaining enemies, and the family reunites before returning to the city. Though shaken, they recover what spoils they can, spend an evening mourning and celebrating with matching tattoos, share their divine experiences, and help Galahad acquire a Belt of Giant Strength. With new equipment, plans to retrieve Glad's boon, and a long-overdue trip to the Ren Faire ahead, the party finally earns a brief respite after one of the most harrowing chapters of their journey. There’s so much happening, and we pick up with arc 30, “The Blooming Court”. How will the rest of this story unfold? Find out next time on the Medusa’s Cascade: Collateral Damage! Theme Music is written and performed by Efflorescence Mixed by Thomas Lapierre III Title Card by Pierce Graphics Check out the show at themedusascascade.com Hosted on Acast. See acast.com/privacy for more information.

  • S2 · E12
    June 27 · 2 hr 9 min

    Blood & Booze - Wild Fire

    The Serpent's Strait Ch. 12 As Thorak turns to throw the flaming javelin, the priest laughs maniacally. Thorak gives him some parting words for his patron, Hastor. With that, the party runs like hell to escape the inevitable blast, most of the members falling unconscious in the process. Chan, being one of the lucky ones, heals and brings back her comrades from the brink of death in tandem with Bob. Dona casts Pass Without Trace as the group slips away from the crowd of onlookers, and Chan stays behind to confirm a body. The group slips out to the outskirts of the city to rest up and gather themselves until Chan comes back with confirmation that the priest died in the explosion. Their luck isn't that good as Chan realizes that the priest escaped and will likely be back at the mines. Tired, battered, and bruised, they decide it's probably best for a long rest if they are to intercept the priest to put an end to him once and for all. During the night, while on watch outside the mining town of Blackburn, Chan informs Ursus that "it's happening again." The large bonfire and madness celebration of the denizens of the town. The party makes their way towards the mines after their past selves leave the town, and the tension is palpable. It's been a stressful few days, and their well-laid plans have been thwarted. In the mines, they can feel a palpable sense of unease amongst them all. They are greeted by the mad priest, and pleasantries are short before the fight begins. It's a long, drawn-out, and frustrating fight. Spells are thrown from both sides; they temporarily lose their monk, and key players are immobile for most of the fight. How this ends is anyone's guess. We can only hope that the party comes out on top. There's so much happening, and that's where we pick up… Find out what happens next in this episode of the Medusa’s Cascade: Blood & Booze! Theme Music is written and performed by Efflorescence Title Card by Pierce Graphics Mixed by Thomas Lapierre III Check out the show at themedusascascade.com Hosted on Acast. See acast.com/privacy for more information.

  • S10 · E198
    June 20 · 2 hr 6 min

    Collateral Damage - The Fourth Vessel

    The Blooming Court Ch. 10 Rested and relieved in the Magnificent Mansion, the group breaks into different conversations. Arguile helps Turk with his Thieves' Cant; Zechs fiddles with the multitool, prompting him to tell Shanks about the tools at his disposal and ask if any can help; and he later goes to Hoshino's room to check in on him, as he knows that he's feeling the results of weeks and months of reconnaissance with the Journeyman, after which Zechs shares his experience meeting Tumra. Before starting the day's journey, Shanks goes out to scout and informs the group that there are more trees there than there were the previous day. After leaving the mansion, the party is contacted mentally by the Queen, displeased that the group passed their intended destination. A tense exchange occurs primarily between Hoshino and the Queen, and Hoshino convinces the Queen that the group will indeed retrieve the Song Bloom, on the way back from taking care of their other business, retrieving Glad's boon. The Queen, very obviously impatient and suspicious, tells the party to wrap up what they're doing quickly and retrieve the Song Bloom by day's end. Slightly relieved to have the conversation over, the group looks to Glad for guidance on where to go next and what to do. Looking out over the lake, Glad meditates briefly, then informs everyone that they will have to trust her, but they will need to wait until high noon before they can go anywhere. They understand her and reassure her that they trust her. They kill some time having a bit of a beach day before Glad slowly heads into the lake, and suddenly disappears. The group, concerned, tries to follow her in her wake and succeeds in reaching the temple entrance, where they seem to be looking at the water's surface from below their feet and can breathe normally. Once inside, Hoshino asks the group to gather for a spirit session to gather the magical energy needed for the Commune spell. Calling upon the Daughter of the Vine, he asks about their task at hand and what they should do. He gets answers, but not necessarily the ones he was at the very least expecting. Glad and the party traverse deeper into the temple and eventually find an orb that transfers Glad away from the party. Mildly concerned, they try to follow her, but to no avail. We end with the party discussing their exit strategy and whether they will continue to be pawns in the Queen's plans or suffer the wrath of defying the Fey Queen and heeding Shankise's warning to cease what they're doing. There's so much happening, and that's where we pick up… Find out what happens next in this episode of the Medusa’s Cascade: Collateral Damage! Theme Music is written and performed by Efflorescence Mixed by Thomas Lapierre III Title Card by Pierce Graphics Check out the show at themedusascascade.com Hosted on Acast. See acast.com/privacy for more information.

  • S10 · E197
    June 13 · 2 hr 18 min

    Collateral Damage - Trust in Her

    The Blooming Court Ch. 9 We start with the group after their encounter with Shankise and his grim warning. The group meets to decide how to move forward, and Zechs suggests rushing through to widen the gap between the party and their overseers. The idea being that if they can widen the gap, it would give them time to reach Glad's boon and go the long way around the treants to avoid it without raising too much suspicion. It's not an impossible idea, though it wouldn't be easy by any means, as the group will be running at full speed with Zechs leading the way and the group following closely in tow. While it happened as planned, we encountered minor difficulties that could have become major hurdles without the group's teamwork. Upon finishing their trek, they find a camp and ask Hoshino to provide a haven for the night so they can rest in peace, given the environment and their previous encounters. It's not quite as lavish as their last stay in the Magnificent Mansion, but it's far better than the alternative, and for that, they're grateful. After some food, conversation, and rest, we see Glad in a dream where she is shown the location of The Daughter of the Vine. The morning comes, and with a full night of stressless sleep, the party feels a wave of exhaustion lifted for them. With everyone but Shanks downstairs for breakfast, Zechs takes it upon himself to check in on him. To no one's surprise, he's been burning the midnight oil and has been tinkering with some of the tools in his kit. First showing Zechs the dismantled "bombs away" and telling Duo he's made him a frag grenade he can take into combat in the future. This gets Zechs' wheels turning, and he informs Shanks that he'll work with him and Salix on some new toys moving forward. After a brief discussion on death, morality, and the judgment of the many for the sins of some, they move forward with the plan to have Shanks scout. While the next leg of the journey isn't a sprint, as it was the previous day, it is still quite the trek, and the land is showing its feywild nature with every step. There are some combined efforts of stealth and utilizing everyone's kits to help them traverse the terrain, and it shows just how far the group has come, not only individually but as a team as well. All this gets them through the treants' area and to the supposed location of the temple. Eventually coming up to a lake with water that almost looks like glass, still and serene. The group takes the time to rest and gather themselves. There's so much happening, and that's where we pick up… Find out what happens next in this episode of the Medusa’s Cascade: Collateral Damage! Theme Music is written and performed by Efflorescence Mixed by Thomas Lapierre III Title Card by Pierce Graphics Check out the show at themedusascascade.com Hosted on Acast. See acast.com/privacy for more information.

  • S103 · E13
    June 13 · 5 min

    Personnel Files - Zechs

    Many characters appear in this campaign, and quite a few have joined Collateral Damage for varying lengths. Listen to the Journeyman’s audio logs about these characters to better understand their origins. We continue the series with Tabaxi Ranger: Zechs. Written, read, and recorded by Thomas Lapierre III Title Card by Pierce Graphics Check out the show at themedusascascade.com Hosted on Acast. See acast.com/privacy for more information.

  • S103 · E12
    June 12 · 6 min

    Personnel Files - Shanks

    Many characters appear in this campaign, and quite a few have joined Collateral Damage for varying lengths. Listen to the Journeyman’s audio logs about these characters to better understand their origins. We continue the series with Elven Archer: Shanks. Written, read, and recorded by Thomas Lapierre III Title Card by Pierce Graphics Check out the show at themedusascascade.com Hosted on Acast. See acast.com/privacy for more information.

  • S103 · E11
    June 11 · 5 min

    Personnel Files - Salix

    Many characters appear in this campaign, and quite a few have joined Collateral Damage for varying lengths. Listen to the Journeyman’s audio logs about these characters to better understand their origins. We continue the series with Elven (Voidwalker) Hermit: Salix. Written, read, and recorded by Thomas Lapierre III Title Card by Pierce Graphics Check out the show at themedusascascade.com Hosted on Acast. See acast.com/privacy for more information.

  • S103 · E10
    June 10 · 6 min

    Personnel Files - Hoshino

    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 (Reborn) Human Bard: Hoshino. Written, read, and recorded by Thomas Lapierre III Title Card by Pierce Graphics Check out the show at themedusascascade.com Hosted on Acast. See acast.com/privacy for more information.

  • S103 · E9
    June 9 · 6 min

    Personnel Files - Galahad

    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 Goliath Paladin: Galahad. Written, read, and recorded by Thomas Lapierre III Title Card by Pierce Graphics Check out the show at themedusascascade.com Hosted on Acast. See acast.com/privacy for more information.

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