A new video has been published in which Neal Litherland talks about halflings in Sundara, which are available for 5E and Pathfinder.
All posts by Azukail
Black Friday/Cyber Monday Sale 2022

The Black Friday/Cyber Monday Sale is now live on DriveThruRPG and 515 of our supplements have up to 33% off. Click here to see them.
In addition, many Community Content and Third Party titles are also reduced.
DungeonDraft Tables, Seating and Cushions Collection Now Available
Tables, Seating and Cushions Collection is now available on Cartography Assets.
This is a DungeonDraft asset pack containing 181 tables, chairs, benches, stools and cushions, all hand drawn and all colourable in some way. Some of the assets are different versions of others. All may be used for commercial purposes.
100 Farming Country Encounters (3Deep) PDF Preview
A new video has been published on YouTube that previews the first few pages of 100 Farming Country Encounters (3Deep).
3d6: Werewolf

Werewolves are beings infected with one of the strains of lycanthropy. They can often be violent and aggressive, even if they weren’t before the change, but can also be unable to control themselves.
What Distinguishing Features Does the Werewolf Have?
- A scar twists its muzzle up on one side, baring its fangs.
- A white stripe of fur runs down its spine.
- Its fangs are oversized, making it impossible for the creature to fully shut its mouth.
- One ear has been cropped down near its base.
- The beast’s hair is unusually thick and long.
- The werewolf’s claws are scraggly and uncared for.
How Does the Werewolf Behave?
- Acts like a fellow traveller to ingratiate itself.
- Apologises for attacking, saying it has no choice.
- Charges into combat with no thought for self-preservation.
- Lurks in ambush to attack unawares.
- Pretends to be an injured individual to lure prey in.
- Sneaks around, looking to attack the weakest individual unawares.
What Unusual Item Does the Werewolf Have?
- A plain silver band, on a leather thong.
- Collection of dried ears.
- Hilt of a broken silver dagger, worn around the neck.
- Leather bag full of knucklebones from different beings.
- Old, dirty, ragged and, by the looks of it, bloodstained, rag doll.
- Square of wolfskin.
Cults of Sundara (5E), Cults of Sundara (PFRPG), D66 Paradise Valley Encounters and Colour Filler Art – Mixed Coins in Sand Now Available
Cults of Sundara (5E), Cults of Sundara (PFRPG), D66 Paradise Valley Encounters and Colour Filler Art – Mixed Coins in Sand are now available to buy on DriveThruRPG.
Cults are considered to be comparatively small groups with practices that others might consider strange or unusual. Cults of Sundara (5E) has ten cults for the Sundara setting, together with new items for each cult.
Cults of Sundara (PFRPG) is the above supplement converted for use with the Pathfinder Roleplaying Game.
D66 Paradise Valley Encounters has 36 encounters characters could have in the Paradise Valley area of Mutant: Year Zero. They include watchers, animals and other sentients.
Colour Filler Art – Mixed Coins in Sand has platinum, gold, electrum, silver and copper coins partially buried in sand. There is a single image on a transparent background, at 300 dpi. The image can be used for personal and commercial uses.
Neal Litherland Reads “No Adventurers Allowed” from 100 Fantasy Professions (That Aren’t “Adventurer”)
In this video, Neal Litherland reads the fiction “No Adventurers Allowed” from 100 Fantasy Professions (That Aren’t “Adventurer”).
First Platinum and New Gold
Still not keeping on top of the best selling supplements updates, so here are the two most significant to start with.
100 Creepy Things and Events to Encounter Outdoors has become the first supplement to be a Platinum best seller.
100 Random Taverns has moved up from Electrum to Gold.
100 Nockers for Changeling: the Dreaming PDF Preview
A new video has been published on YouTube that previews the first few pages of 100 Nockers for Changeling: the Dreaming.
D6: Numenera Rumours – Seshar

Numenera is a game published by Monte Cook Games. Its setting is the Ninth World, and this list has ten rumours for that setting. The rumours, which are similar to the Hearsay that can be found in the official books, can be used as adventure hooks or as simple misinformation.
- King Falton and Queen Sheranoa are the rulers of Seshar, though they rule little more than the city of Nebalich these days following the kingdom’s collapse. The two are much loved by the citizenry and certainly present a pleasant face, but there is the occasional rumour that this pleasantness is just a face, and that beneath that face lies one that is much more disturbing, one the rulers take pains to keep hidden.
- Margr are a problem for the lands of Seshar, though usually the abhumans don’t come near to the canals where most of the people in the land live, though marauders can be troublesome. Recently, though, margr have been seen in greater numbers than usual near to the canals, and seem to be spending more time closer to civilisation, which has the definite potential to cause a major problem for those living in Seshar.
- Professional thieves known as the Yellow Serpent operate out of the city of Nebalich in Seshar, preying on everyone in the surrounding area, and, it’s rumoured, not just as thieves but as assassins too. There are rumours that a number of high-profile deaths in Nebalich are the work of the Yellow Serpent, who are either working for someone who is attempting to take power, or trying to gain control of the city themselves.
- Redstone is a village in Seshar that is named after the interesting red stone that is quarried from the top of the slope up from the canal the village is next to. The stone always seems to contain a pattern of straight lines with multiple angles, and there are rumours that sometimes the patterns inside the stone move, though not whilst anyone is watching.
- Seshar used to be an independent kingdom, but the kingdom collapsed when the ruling family couldn’t sustain its holdings. There are rumours, though, that the collapse might have been avoided and that the real reason for it was that the someone close to the rulers was bleeding their land dry. It’s said that those responsible fled with much of what they stole, but had to leave some of it behind and that, somewhere in Seshar, there is still a cache of valuables that were never smuggled out.
- The canals of Seshar are essentially the lifeblood of the land, allowing barges and ships to travel along them and maintain trade between the different settlements of the region. The canals were not built by the inhabitants, but by a prior world, and are arranged in a strange pattern. There are rumours that if the canals are travelled in a specific manner, they can transport the craft doing so somewhere else, and that every so often a barge disappears without a trace, never to return.
Want some items that could be used as oddities? Check out 100 Xenoarchaeological Finds.