Point of Luck

Overview

Tune in weekly as a group of friends dive into the epic Wrath of The Righteous Campaign in this actual-play
Pathfinder https://groupfinder.eu/library/pathfinder-2009
podcast. Combining riveting storytelling with mediocre attempts at humor, a group of lifelong friends roll dice, slay some monsters and fumble through the rules. Each episode welcomes you to the table every Tuesday 8 am EST.

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Talislanta
Tabletop Roleplaying Games

Talislanta

High-Fantasy
Rules-medium
Heroic
Talislanta is a fantasy tabletop roleplaying game created by Stephan Michael Sechi, first published by Bard Games in 1987. It draws its inspiration from Jack Vance's Dying Earth novels and the travelogue spirit of the Arabian Nights rather than from Tolkien. It built its identity around a single blunt promise printed right on the box: "no elves". No dwarves, no halflings, no standard-issue fantasy races at all - just dozens of original cultures found nowhere else in the genre.  The game has passed through five editions and nearly as many publishers, including a stint at Wizards of the Coast in the early '90s, and creator Stephan Michael Sechi now makes the entire back catalogue - every edition, every supplement - available for free through the official Talislanta Library. Description Playing Talislanta starts with a choice. Instead of creating a character from separate race, class, and skill lists, players pick one of well over a hundred archetypes. Things like the Cymrilan Rogue Magician, the Jaka Beastmaster, or the Mandalan Mystic Warrior - each one a fully realised character tied to a specific culture. Complete with attributes, skills, gear, and a place in the world already worked out. A little light customisation (a point moved here, a skill added there) and the character is ready to play.  What makes the game distinct isn't its mechanics, which are deliberately light, but the scale of its setting: the continent of Talislanta is home to more than a hundred distinct peoples, and the rulebooks spend far more pages on culture, custom, and worldview than on combat math. It rewards players who want to explore a genuinely alien fantasy world over chasing mechanical optimisation. System Overview & Key Features Archetype-Based Character Creation Character creation isn't a build process, it's a selection process. Every archetype in the book arrives fully statted, dressed, and equipped, tied to a named culture and a defined role in Talislantan society. Archetypes are deliberately unbalanced against one another, since staying true to the setting mattered more to Sechi than parity between character options. The Unified Action Table Skill checks, combat rolls, and magic all resolve on a single d20 chart. Attacking works exactly like any other skill roll: add a skill rating, compare to a target number. There's no separate combat subsystem to memorise, which keeps the rules themselves down to a few dozen pages even in the densest editions. Modes and Orders Magic runs on two interlocking pieces: Modes (twelve broad effect categories like Attack, Heal, or Illusion) and Orders (culturally rooted schools of magic, from Cartomancy to Elemental Magic). A magician's Order shapes how a Mode behaves and looks when cast, so the same underlying effect plays out completely differently in different hands - which lets a short list of Modes support a near-endless variety of actual spells. A World Built Without Tolkien Every culture in Talislanta was designed to avoid genre default: no elves, no generic barbarians, no standard dragons. In their place are peoples like the Thralls (identical clone-warriors distinguishable only by tattoo), the sky-sailing Phantasians, and the shapeshifting Sindarans. The setting material - not the rules - is where most of the page count and most of the game's reputation live. Links talislanta.com - Official Talislanta website talislanta.com/talislanta-library - Free official PDFs of every edition and supplement ever published

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The Road to Hell
Actual Play & Podcasts

The Road to Hell

English
Actual Play
Hunter: The Reckoning
The Road to Hell is an active Hunter: The Reckoning (5th Edition) actual play podcast/stream focusing on a cell of hunters in Marlin Bay, Maine. It follows a tense, dramatic narrative of ordinary people dealing with supernatural dangers.  The death of Kameron Ashdown is written off as an accident—until a group of locals starts asking the kinds of questions this town was built to bury. The deeper they dig, the more they uncover: not just secrets, but things that don't stay dead. Marlin Bay is rotting from the inside. Something has taken root in its history—wraiths, vampires, and a blood-soaked legacy the founding families tried to forget. If these hunters want to make it out alive, they’ll need more than weapons. They'll need each other. Links spotify.com - Spotify feed

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LegendKeeper
Tools & Platforms

LegendKeeper

English
Worldbuilding
Free
LegendKeeper is a browser-based worldbuilding application and campaign management tool designed for tabletop role-playing games and creative writing. Developed independently by Braden Marshall and the LegendKeeper team, the platform functions as a collaborative digital wiki and interactive map archive. It is engineered specifically to assist Game Masters and authors in organizing lore, structuring narratives, and tracking geographical locations without the mechanical overhead of a virtual tabletop (VTT). Description LegendKeeper operates as a centralized, cloud-based repository for campaign data. Instead of providing digital dice rollers, tactical grids, or character sheets, the software focuses entirely on documentation and worldbuilding. Users construct interconnected wiki pages to detail characters, factions, and histories, which can then be directly linked to customizable, interactive maps. The platform supports granular permission settings, allowing a Game Master to selectively share specific articles or map pins with players while keeping underlying secrets hidden.

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