Author: Inti Navia

  • Goodberry Gazette #15: The Punk’kin

    Goodberry Gazette #15: The Punk’kin

    “No one knows where the Punk’kin came from. Oh, from the depths of the blackened cornucopia, to be sure, but from what power?” The Croaker trailed off, then shrieked as a small snake slithered past his foot. Thumbleberry Thunkin, reporter– “Investigating the Lilybrooke Reports”.

    Nothing fits better for a fall-themed zine than a pumpkin monster, and what better than a  singing, sentient pumpkin based on Oogie Boogie from The Nightmare Before Christmas, intent on turning would-be feasters into the true fall feast? Thus, the Punk’kin was born. 

    Sporting 67 Hit Points and 14 AC, the Punk’kin is sure to stick around for a bit in combat against 2nd-level characters (the level recommended for his debut zine). His defensive capabilities don’t end there, as his Sinister Song trait will sow discord as long as the Punk’kin stays up. Characters ending their turn within 15 feet of him better succeed on a Wisdom saving throw or subtract 1d4 from all D20 tests until the end of their next turn, which can make a huge difference at low levels. One success is all it takes for a character to be immune to the Punk’kin’s Trait for 1 hour; they just better hope that success comes before they become another part of the menu!

    He isn’t all just defense, though, as the Punk’kin wields two attacks sure to cause mayhem for players. First is his Devious Ladle, which is a fairly standard melee attack with a little extra range that deals 8 Bludgeoning damage on average. The Punk’kin can also unleash Baleful Onomatopeia, a ranged attack that deals 6 Thunder damage on average. He can do both of these attacks in a single round, allowing for assaults on players both nearby and far away.

    To make things even more dangerous, the Punk’kin can break out Rolling Devastation, allowing him to move up to his speed without provoking Opportunity Attacks. Any Medium or smaller creature’s space he moves through has to succeed on a Dexterity saving throw or take a hefty average of 16 Bludgeoning damage and have the Prone condition. He recharges this ability with a 5 or 6, so players better hope he rolls low, or he’ll roll all over them!

    I had a great time designing the Punk’kin and hope you have an even better time running him!

    By Ivo Hoying

    Epigraph by Inti Navia

  • One Page Wonder: Frog Lizard

    One Page Wonder: Frog Lizard

    Need An Adventure?

    Using the magical art from Aaron Miller, Goodberry Press is proud to present One-Page Wonders. If you need a quick encounter to play with your friends, you’ve come to the right place. So light your torches, draw your blades, and watch your backs, because you’re about to face the nefarious Frog Lizard…

    This short encounter is intended for characters of 2nd level, and is set within the cobblestone streets of the city of Watershine. An eccentric entrepreneur by the name of Welsley Raventree has made his name a staple amongst the populace, for dramatically expanding the business of his family’s merchant empire. Now the richest man in Watershine, he has become known for staying secluded in his grand manor. Welsley has even dismissed all of his servants, preferring utter seclusion. His younger sister, Remulia Raventree, has hired you to perform a wellness check on the eccentric aristocrat. 

    Though his manor, located at the heart of Watershine, is indeed large, an obvious trail of destruction will lead any who enter straight through his halls and rooms. Tears in the carpet and tapestries, scratches on the walls, knocked over shelves, even stained blood litter the house, leading to Welsley’s indoor arboretum. Welsley himself is pacing back and forth in front of the arboretum entrance. He has grown fond of collecting strange flora and fauna, but this particular creature has gotten the best of him. He will explain that his imported Frog Lizard got free of its cage, and has taken over the arboretum. He will begrudgingly offer any who can safely capture it a 200 gp reward. 

    The arboretum is 80 feet wide and 100 feet long, with a 50 foot ceiling. Dense trees and foliage make the whole room an indoor jungle. A circular pond 20 feet across resides in the center. The Frog Lizard will stalk any who enter, picking a random target to try and ambush first. A successful DC 12 Investigation check will reveal the creature’s whereabouts. This creature is from a faraway land, and it is very, very angry…

    By Inti Navia

    Stat Block by Ivo Hoying

  • One Page Wonder: Frog Lizard

    One Page Wonder: Frog Lizard

    Need An Adventure?

    Using the magical art from Aaron Miller, Goodberry Press is proud to present One-Page Wonders. If you need a quick encounter to play with your friends, you’ve come to the right place. So light your torches, draw your blades, and watch your backs, because you’re about to face the nefarious Frog Lizard…

    This short encounter is intended for characters of 2nd level, and is set within the cobblestone streets of the city of Watershine. An eccentric entrepreneur by the name of Welsley Raventree has made his name a staple amongst the populace, for dramatically expanding the business of his family’s merchant empire. Now the richest man in Watershine, he has become known for staying secluded in his grand manor. Welsley has even dismissed all of his servants, preferring utter seclusion. His younger sister, Remulia Raventree, has hired you to perform a wellness check on the eccentric aristocrat. 

    Though his manor, located at the heart of Watershine, is indeed large, an obvious trail of destruction will lead any who enter straight through his halls and rooms. Tears in the carpet and tapestries, scratches on the walls, knocked over shelves, even stained blood litter the house, leading to Welsley’s indoor arboretum. Welsley himself is pacing back and forth in front of the arboretum entrance. He has grown fond of collecting strange flora and fauna, but this particular creature has gotten the best of him. He will explain that his imported Frog Lizard got free of its cage, and has taken over the arboretum. He will begrudgingly offer any who can safely capture it a 200 gp reward. 

    The arboretum is 80 feet wide and 100 feet long, with a 50 foot ceiling. Dense trees and foliage make the whole room an indoor jungle. A circular pond 20 feet across resides in the center. The Frog Lizard will stalk any who enter, picking a random target to try and ambush first. A successful DC 12 Investigation check will reveal the creature’s whereabouts. This creature is from a faraway land, and it is very, very angry…

    By Inti Navia

    Stat Block by Ivo Hoying

  • Goodberry Gazette #14: The Elseworlders

    Goodberry Gazette #14: The Elseworlders

    “The clouds parted, and I beheld the eyes staring into my oblivion. Hundreds of black, oozing eyes, covering the creature like parasites feasting on a carrion corpse. From the hovering body emerged Them– the people from the sky. As they floated down to the dirt and tainted earth, I heard my mouth begin to scream.” 

    When thinking of monsters that could fit a Halloween, campfire story-themed zine, one of the first things that came to mind was aliens. Specifically, UFOs. While there are certainly alien-like creatures in 5e, there weren’t any that seemed to scratch our itch. Thus, the Elseworlders were born. 

    The grunts of the Elseworlders are the groundlings, the grey aliens of Campfire Combat. On their own, the groundlings don’t seem like much of a challenge for the recommended level 11, but their difficulty skyrockets in groups. First, a Fly speed makes them hard to catch for martial characters, allowing the groundling to make use of its two offensive abilities. The simpler of the two, Mindblast, is the standard attack for the groundling, effective both up close and at range. The attack’s damage reflects the resistances and immunities of the Elseworlders, dealing a combination of Psychich and Cold for 17 damage total, on average. Shooting out two of these blasts a turn ensures the groundlings can’t just be ignored. Hijack Functions is where the true danger of the groundlings arises, allowing them to paralyze targets for up to 1 minute. Don’t be too scared, though, as one successful save renders this ability useless on the target for all groundlings for 1 hour. 

    The groundlings may seem pesky, but the real hitter of the Elseworlders is the terraprowler, a living UFO. The terraprowler takes a lot of inspiration from Jean Jacket from Jordan Peele’s Nope. This living aircraft isn’t just for the groundlings to get around; the terraprowler is the leader of the groundlings, consuming all it can. First off, the terraprowler is beefy. 232 hit points, type of beefy. And pairing that with a 16 AC and 50-foot flying speed, the terraprowler doesn’t just absorb a lot of damage, it avoids a lot too. Legendary Resistance protects against nasty spells and effects, making sure players can’t get around this beast too easily. 

    The terraprowler isn’t suffering offensively too much either, starting with its main attack, Numbing Tentacle. First off, the range. 100 feet combined with a high flying speed means the terraprowler can strike from just about anywhere, delivering 18 points of damage on average and reducing speed by 10. The prowler can do this 3 times around, leading to not just damage, but potentially immobilizing slower targets altogether. That’s the last thing you’d want, as Abduct is the terraprowler’s next move. Targeting creatures directly below it, the terraprowler sucks creatures up over two turns, restraining them in the process. Once abducted, creatures don’t have much time until the terraprowler consumes them, 28 damage on average at the end of the terraprowler’s turns. Up to 3 creatures can be abducted at a time, although dealing damage to the UFO while inside it causes the terraprowler to release them. 

    Legendary Actions only streamline consumption, as Groping Tendrils allows for a Numbing Tentacle attack at the end of another creature’s turn. Must Have Been the Wind lets the terraprowler turn Invisible and move, meaning not only can it hide, but creep that much closer to its targets. 

    Hopefully, you can pair the Groundling’s Paralysis and ranged assault with the Terraprowler’s Abduct to totally terrify your players this Halloween!

    By Ivo Hoying

    Epigraph by Inti Navia

  • Check out our Kickstarter for PRIMAL ENCOUNTERS!

    Launching in November is Primal Encounters, a book with over 400 beast encounters! Building off of Skwirl’s Wildshape Cards, this book gives you even MORE reason to use them! Click the link here to learn more about the Kickstarter, and show the team at Goodberry Press and beyond some support!

    https://www.kickstarter.com/projects/aaronbmiller/primal-encounters-5e

  • Goodberry Gazette #13: NEW PLAYABLE SPECIES! The Screechling

    Goodberry Gazette #13: NEW PLAYABLE SPECIES! The Screechling

    “So there I was, chasing my perp through the streets of Watershine. Next thing I knew, I had them cornered in some back alley way in Hunter’s Row. And lemme tell you, that was the night I found out why the area is called that. I guess my perp was just short enough, the shadows just obscuring enough, because the next thing I knew was a squawk, a startled scream, and the sound of flapping in the air. We’re offering a reward for their capture, but to tell you the truth, once you’re in those Screechling’s claws, you ain’t comin’ back.” Statement made by Avarius Sow, city guard.

    The Screechling began as a boss created for a Goodberry Adventure Zine scheduled to release in December. This guy is a white owl, who used a nefarious machine to steal the snow from a small town in Sehrabadd. From that seed, it blossomed into an entire new playable species, exclusive to Sehrabadd. 

    Screechings are anthropomorphic owl people. They range from white, brown– any kind of owl. They stand on two legs, and are capable of speaking any language the player decides for them. A part of what makes them unique is their Silent Flight trait. Not only does it grant them flight, as is the expectation whenever someone is playing an avian species, but it also gives them stealth checks while flying. That gives the player an extra reason to start flying, even if there’s no geographic advantage for it. 

    The Ear-Splitting Screech gives the player an alternative to their weapon. Sometimes weapons get stolen or lost. If the player doesn’t have any spells ready, they would usually resort to an unarmed strike. The Ear-Splitting Screech is a great reason for why someone might want to choose this species. It’s a unique melee method that could get someone out of a pinch, and for my “hit and end turn” people out there, is a spell without actually being a spell. 

    We’re saving the lore for these guys with our planned world book project, but if you’re looking for some inspiration, look no further. Take into account Screechlings’ height. They’re small guys. Does that make them more aggressive, to make up for their elevation difference? Passive like Hobbits? Also think of what real owls act like. They’re considered wise in many cultures. They’re night hunters. Maybe your Screechling character feels more comfortable in a tree hole or nest. 

    Whatever the case, consider presenting this as an option next time you run a game with your friends. Your players might be looking for something fresh, and the Screechling might be just the thing. 

    By Inti Navia

    Species stats by Ivo Hoying

  • Goodberry Gazette #12: Laserfish

    Goodberry Gazette #12: Laserfish

    “Stone World: an island as deadly as it is mysterious. Sitting off the coast of Sehrabadd, it holds the title of none having set foot on its shores to tell the tale. However, one part of the island set its foot on the mainland. Yesterday turned out to be a nightmare for the residents of Kerakith, as a renegade school of laserfish from the island wreaked havoc on the city’s waterways. One citizen claimed: ‘All I saw was a flash of bright light, then I smelled my own charred skin.’” Thumbleberry Thunkin, reporter.

    When thinking of monsters that would fit on a prehistoric island, dinosaurs and giant versions of existing beasts were the easy picks. But what really stuck with us was something much less serious, at least initially. What screams classic RPG more than a giant catfish shooting lasers and hoisting itself out of the water to attack players? And thus, the laserfish was born.

    When designing a monster that was originally a silly idea, it can be easy to focus too much on the “comedy” of the creature without putting enough thought into making sure it’s still engaging when it comes to actually playing the game. While the laserfish is definitely a little foolish, it’s no joke in combat, especially with numbers.

    Rather than the lasers being just a gimmick, the entire stat block revolves around them. While the damage and ability to hit characters at range is certainly nice, the biggest positive of Eye Laser is its second effect: causing targets to burn. 

    Beyond the little bit of damage that burning can cause, the flames are merely fuel for the Bonus Action Scarf Down the Scorched, which gives the fish not only a way to better incorporate its Bite, but also allows for a quick burst of movement. The laserfish can jump up to 50 feet toward a burning creature and make a bite attack, dragging anything that it hits as the beast continues moving. An unlucky character could find themselves pushed into laserfish-infested waters if things don’t go their way.

    The laserfish isn’t a complicated monster, nor is it exceptionally threatening with just a description, but that doesn’t mean it can’t be challenging in the right scenario. Hopefully, you enjoy the laserfish and use it as proof that even silly monsters can be deadly if you want them to be. All it takes is a little outside-the-box thinking.

    By Ivo Hoying

    Epigraph by Inti Navia

  • One Page Wonder: Voro, Cat of Chaos

    One Page Wonder: Voro, Cat of Chaos

    Need An Adventure?

    Using the magical art from Aaron Miller, Goodberry Press is proud to present One-Page Wonders. If you need a quick encounter to play with your friends, using the terrifying creatures from the depths of Goodberry Press, you’ve come to the right place. So unfurl your scrolls, blow the dust from your tomes, and clatter your swords on the floor, because you’re about to face Voro, THE CAT OF CHAOS! 

    This short encounter is intended for characters of 14th level, and takes place within the depths of The Golden City of Sehrann. High Magistrate Delinos was last seen screaming and running out of her tower in the center of the vast city. In an interview with The Goodberry Gazette, her secretary stated that she refuses to leave her home in the countryside, saying something evil lurks within her tower. The city needs the leadership of Delinos, and her secretary is offering a 500 gp reward to any adventurer who enters the tower and deals with whatever threat lurks inside. 

    A strange magic has hatched inside Delinos’s once-timid cat Voro, warping and twisting him into a creature of chaos. He rules her study room at the top of the 200-foot tower with an iron fist, and will attack any creature that enters the circular 60-foot-wide space. The ceiling reaches 20 feet high, lit by natural lighting from the wide windows. 

    Bookshelves cover every inch of the sandstone walls. Arching windows occupy three sides of the room, overlooking the sprawling desert city below. A rich wooden desk sits on the far end of the room, piled with papers and letters. Books, papers, chairs, and other items have been strewn across the space. Claw marks streak the carpet and tapestries. A feline growl emanates from behind the maze of shelves, and groping, fleshy tentacles feel their way around a pile of books. Voro the cat has found you! 

    Voro, Cat of Chaos will not hesitate to kill anything that enters his domain. After defeating him, a green, primordial energy will sap out of the cat, removing its twisted features and returning it to its normal feline state. A low laughter will thunder in the sky, before disappearing. Delinos will pay you your reward, and the city will resume its normal state of governance. After that day, however, a sense of unease will hang over Sehrann. What was behind the energy, and will it return? 

  • The Artist’s Torment

    The Artist’s Torment is a 9th level adventure compatible with 5e. Originally created by Ivo Hoying and Aaron Miller for DriveThruRPG, Goodberry Press is thrilled to make it available on our Patreon.

    Plainswick Hall is being terrorized by The Artist, a fey lord trapped within a painting inside the building itself. The townsfolk have asked you to explore the hall and find clues to put an end to The Artist’s nefarious plans.