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Prepping to run this event and 3 questions about Sparklemane present themselves to me.
1) She's listed as having a freighting Presence (Aura) but no affect is listed for it. Just the range and DC. ok, universal monster ability. not a problem
2) Her actions during combat suggest that at a certain damage level she casts her 2nd level healing spell and later will cast her teleport but both tiers have her with only 1 2nd level spell per day.
3) the DC's of her grenades seem low. As listed they are 13 in low, 14 in high.
DC of a grenade is 10 + 1/2 level of grenade (both grenades in both tiers are level 4 - so 2) + dex mod (3 in both tiers) = 15. Does using the grenade launcher change the DC somehow?
Thanks

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2) I always thought when it listed 1/day Spell X Y and Z that it met they can cast each of those spells once per day. Unless I am mistaken.
3) You are right that their low DCs, this may be more a result of them using the monster making rules and it setting the DC on its own. I would go with whats written as is as that thing gonna be a truck on its own.
My players will never forget that blood thristy monster that is the Sparklemane Massacre. No PCs died in the end but thats cause ol Sparklemane choked to death on a smoke grenade. They got my a stuffed unicorn from build-a-bear that shouts some profanity about getting out of her dang swamp.

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Mortar-corn -- often misheard as "Murdercorn"
I have run this 8 times, I think... I've rolled for initiative 5-6 times... including the time that I played it.
Encounters most likely to be a fight...
1) The patrol robot (when they want to hack into it for more info)
2) Sparklemane "I protect the swamp. This is my swamp."

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We ended up having two fights - one with the yetis, and one with the unicorn. We failed the Diplomacy check to get the yetis to work with us, so we reluctantly fought them. As for Sparklemane, well...we were doomed when our vesk soldier said "[i]I start chopping down the thorny brush.[/b]"

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My table this weekend ambushed & decapitated sparklemane (they were expecting a banshee), then mounted its head on a stick to intimidate the other tribes. On reflection, should this have been a spot I gave an infamy warning & awarded infamy on follow-through? I didn't think of it at the time, but its right up there....
The rest of the party narrowly convinced their vesk solider to NOT use said head-on-a-stick as a hobby-horse while walking around.

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When I ran this, one of my players pieced together enough information to try an experiment. He stomped on some mushrooms and thus began the Sparklemane Massacre. (They were in the midst of yelling back and forth with the "ghost in the mist"). They barely drove it off the first time but it hunted them back down after healing. One person managed to choke the poor thing with a smoke gernade. Sparklemane felt pretty confident with its saves and fought them in the smoke and fell after knocking out 2 players and almost getting a 3rd.
My Sparklemane lead them out of the swamp the first time as they got lost and followed the dancing lights right out of the swamp. 2nd time in I had gnoll and yeti corpses whisper "leave while you can" which is perfectly normal given that the yetis back in the peat bog were singing "Don't Worry; Get Angry"
One of those players ran this at a convention afterwards and the players put together enough info from the clues. First they thought it was a centaur from the hoofs but the gore attacks said something else... He was heartbroken that they uttered the magic words "We'll make everyone go away!" He had party poppers, and a unicorn tiara.
My players got me for Christmas a unicorn from build a bear that shouts some profanities about being Sparklemane and getting out of her swamp....

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How are people avoiding combat with the Yetis? If I'm reading right, the DC to avoid the fight with them is a DC 29 (15+(1.5*3), plus 10 for Hostile). Taking out the leader seems to make the social encounter unsalvagable...
Inix shows up as Hostile only "If the PCs attack the yetis (or otherwise make them Hostile)".
I love running this encounter. The PCs almost always love partying with the stoner yetis and making friends with them. This encounter (including the checks to join the tribe) is all sorts of fun.

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If the PCs did not initiate hostilities with the yetis and attempt to negotiate instead of fighting, they have enough time for one PC to attempt a single Diplomacy check to improve Inix’s attitude from hostile to unfriendly and halt his assault; if this fails, Inix attacks the PCs as normal.
So this only applies if they're coming to the yetis last, and made peace with the others? I think I owe my table an apology then. I loved the concept of this, but was dismayed when my apparent misreading and a failed check seemed to turn everything sour instantly. (The Artili-corn was my players' own fault... They made the checks, and avoided harming nature, but the envoy tried to flirt, then tried getting her to sign a document that they were the dominant power.)