Characters may attempt to learn more about types of creatures that they may end up fighting, and there are many sources they might check, but not everything they learn is necessarily true. Here are ten bits of misinformation to learn about halflings
Every single halfling is a crook and a thief; some are merely better than others at feigning honesty.
Halflings are not a species in their own right, but a type of human that has been stunted by magic.
Halflings are so fat and live near humans because they like eating human babies.
Halflings are so small because they are actually the infant form of something much larger.
Halflings breed like rabbits and they hide dozens of offspring in their underground homes.
Halflings deal in various recreational pharmaceuticals wherever they are found in other communities, sometimes merely for profit, sometimes to undermine said communities from within.
Halflings infiltrate other societies, and though they might pretend to be friends, they are loyal to none but their own kind.
Halflings live underground because they are not made of flesh and blood but of dirt and they prefer to be around the substance they are made of.
The reasons that halflings always seem so merry and cheerful is because they are always drunk or high.
What halflings are always smoking in their pipes isn’t tobacco but something much stronger.
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In the future, places may be abandoned but not completely destroyed, and 100 Reasons Why the Space Station or Futuristic Facility was Abandoned has 100 such reasons why they are no longer in use.
Magic duels can see all kinds of odd things happen. 100 Events for a Magic Duel (PFRPG) has 100 such events, some of which may be dangerous. This is a conversion of the original supplement to Pathfinder.
In the Traveller setting, characters can find data for sale, and 100 Great Rift Sci-Fi Data Files to Find for Sale: Reft has 100 such to find about Reft of varying value and utility.
Map – City 3 is a hand drawn map of a city at 300dpi resolution in eight versions that can be used for personal and commercial use.
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Numenera is a game published by Monte Cook Games. Its setting is the Ninth World, and this list has four 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.
Being an Envoy of the League can be a dangerous proposition even at the best of times but recently it has apparently got even more so. There are rumours that Envoys are being deliberately targeted and killed all over the Steadfast, as if someone has declared war on the League.
The League promotes a message of cooperation, sending Envoys out to encourage communities to work together. Some claim that the League has a more underhand purpose, and that their true goal is to indeed create a league of communities, but one with the League itself as the overall rulers.
The League’s headquarters is the Palace of States in Mulen and is a grand affair, and the Orators regularly raise more funds to keep it in good shape. It’s said that some Orators have a tendency to funnel some of the funds raised to their own causes, and sometimes just for their own benefit.
The Palace of States is the headquarters of the League and is located in Mulen in Iscobal. It’s said that there is a below ground inner hall that’s lined with prior world metal sculptures of humanoids at least 9′ tall. There are rumours that the sculptures are not, in fact, sculptures, but living creatures of unknown origin who are the true leaders of the League.
Barbarians can get quests based on their abilities, and 100 Missions and Quests for Barbarians has 100 such that they could get from employers, others or do of their own accord.
When asking around for information, characters may hear rumours, and 100 Hooks and Rumours for the Grand Duchy of Reme III (Lost Lands) has 100 such related to the Grand Duchy of Reme in the Lost Lands. They can be used as background colour, misinformation and adventure hooks.
100 Humans for Esper Genesis has 100 humans for characters to encounter. Each is named and briefly has its main interest described. They can be used as friends, foes or simply passers-by.
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