The Medusa's Cascade
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: setting lore episodes (Season 102), character profiles, NPC side stories,…
- Indexed episodes, last 90 days
- 9
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- Sep 5, 2026
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- Earliest in this view
- Jul 11, 2026
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Field Reports 31: Daughter of the Vine (opens the original)
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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 Hand
Blood & Booze - Settling In (opens the original)
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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
Collateral Damage - Tough Conversations (opens the original)
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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.
Collateral Damage - Number 8 (opens the original)
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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. A
Collateral Damage - Take a Beat (opens the original)
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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 h
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