All posts by Seamus Conneely

An escaped Mad Adventurer on the loose! After playing tabletop RPGs for more than a decade and a half and GMing for most of that I turned my hand towards writing for/about them! I got my start with the Gaming Security Agency, and then joined the Mad Adventurers Society for a few years before setting up CHG. I've been fortunate enough to publish adventure materials for Raging Swan Press and Beer Star Games, and am part of the team for the Transit RPG (Closed Beta out now!). You can find me personally @RGM79Ace.

The Independents: Five Torches Deep

The real trouble with edition changes, once you get past the nit-picking, is the missed experiences. Different editions of a game can offer very unique things to their players, but die-hard fans of the older variety miss out on the active ecosystem of the current edition, while newer players miss out on the playstyle of older dungeon delving that they might very well love. Stepping in to bridge the gap is Five Torches Deep from Jessica and Ben Dutter and Sigil Stone Publishing, a “streamlined adventure game combining the best mechanics and principles of 5e, the OSR, and modern game design.” So how bright does FTD  shine? Let’s go chapter by chapter to find out!

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A PAX Unplugged Roundup

Aki might have had the brainpower to check in every day of PAX Unplugged, but I  . . . didn’t. There was a lot to do and see, however: board games, events, roleplaying games, accessories, actual play opportunities! I came home with . . . a lot to write about, and more than a few review copies, but there are plenty of things that would get missed by doing things one article at a time. So here’s my PAX Unplugged Roundup of some of the things worth checking out, whether they’re things to look for next con or something worth chasing right now!

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Cannibal Halfling Radio Episode 4: Rudolph the Red-Nosed Lunar Exalt

If you’re looking for a holiday tabletop roleplaying one-shot we have some ideas for you in the latest round of Pitch Me, from Jewish knights to Christmas changelings to Rudolph the Red-Nosed Lunar Exalt! Then we get a little more serious, talking about corporate commercialization making its way into the hobby, in this episode of Cannibal Halfling Radio!

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Meet the Party: Eberron: Daelkyr War

A Gatekeeper druid, wielding primal magic passed down by a dragon to save the world. A duur’kala bard, inspiring her people while trying to preserve their ways against the worst. A shocktrooper of the Empire who has gone native among the orcs, fighting as a barbarian alongside their spirits. A hero artificer of the goblins, trying to build the ultimate arcane weapon to send the horrors of madness back from whence they came. We’re diving deep into the history of Eberron with a ready-to-play orc, hobgoblin, bugbear, and goblin fighting to save the world from the aberrant daelkyr of Xoriat!

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Unearthing Psionic Fighters, Rogues, and Wizards

A Psychic Warrior who shields their fellows and strikes their foes with the power of their awakened mind. A Soulknife who cuts at the very minds of their enemies with blades of psychic force A wizard of the Psionics tradition, who manifests as pure psionic energy. I hope you’re ready to use your head, because the latest Unearthed Arcana is revisiting psionics with options for the fighter, rogue, and wizard as well as some new spells and feats. Let’s see what these intelligent adventurers can do, and then address the big psionics questions for Dungeons and Dragons 5th Edition! Continue reading Unearthing Psionic Fighters, Rogues, and Wizards

Meet the Party: Afterlife: Wandering Souls

A Bow who wanted for nothing and had the world at her fingertips before suffering a rude awakening. A Sword who never understood other humans, instead being raised and taught life’s lessons by the wilderness, his only kin the wolves. A Shield who was haunted by the city their parents brought them to, a stranger in a land where they didn’t belong. All three have died. None know how, or even really who they were. As the Boatman delivers them to the shifting sands of the Tenebris, though, these Wanderers will grasp at glimpses of memory and start their journey to the Beyond in this Meet the Party for Afterlife: Wandering Souls!

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Eberron: Rising from the Last War Review

“Whether aboard an airship or a train car, embark on thrilling adventures shrouded in intrigue! Discover secrets buried by years of devastating war, in which magic-fueled weapons threatened an entire continent.” The pulp adventure and noir intrigue of Eberron have come to the 5th Edition of Dungeons and Dragons in full, hardcover form! After multiple iterations of artifice, after reading the Wayfinder’s Guide on the lightning rail ride here, we’re finally Rising from the Last War with new races, new narrative mechanics, 5e’s first all-new class, and a tacklebox worth of hooks to bring your characters into the adventure. Let’s go through chapter by chapter, and see what there is to find under the light of the Ring of Siberys!

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The Independents: Afterlife: Wandering Souls

“Welcome to the Tenebris. You died and something went wrong. You were meant to ascend to heaven, walk the path of reincarnation, be food for worms—that did not happen. Instead, you took a solemn boat ride across darkened water with other lost souls. Desperately trying to retain memories from your former life, you realised you died and cannot go back. The light at the end of the watery tunnel revealed an endless desert, known by its inhabitants as the Tenebris—the dark.” You’ll have to fight against the death of hope, find your own memories and learn about your own past, and find your way to the true Beyond in Afterlife: Wandering Souls from Angry Hamster Publishing!

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Cannibal Halfling Radio Episode 3 – Thankfully Winging It

In this episode of CHR our gamemasters ask one another “How Do You apply the experiences you’ve had toward being better at improvising at the table?”, and then reflect upon what in our gaming groups we’ve found ourselves thankful for.

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Complicated Board Game the Card Game: Time 2 Play – Kickstarter Review

Let’s be honest, there are a lot of board games out there that might as well double their ‘estimated time of play’ because of how long they take to actually start playing. The rules are byzantine, the pieces are better counted by the score than by the dozen, arranging everything on the table is akin to cartography, and shuffling the cards can count as a cardio workout. It’s almost as if the set up portion is its own game . . . hey, wait a minute, there’s an idea. And what if it was actually a really simple card game that’s easy to learn and full of tongue-in-cheek humor about all the board games we love to play and hate to set up? That’s how we wind up with Complicated Board Game the Card Game: Time 2 Play!

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