What's on your table? General Tabletop Game Discussion

Game: Land of Eem

I have to give big props to Daniel for helping me find that perfect RPG that fits all my tastes. I watched his video covering Land of Eem and was instantly hooked. I’ve been trying my best to get into solo roleplaying, but have struggled to find a very specific style of game. This game is a perfect blend of everything I’ve ever wanted. Especially, in combination with the Game Master’s Apprentice deck.

My drean checklist was:

  • Sandbox
  • Hex crawl and dungeon diving
  • Not have to resolve every encounter with fighting
  • Fantasy
  • No journaling
  • Use all dice types (d4, d6, d10, d12, d20, d100)

I wish Daniel would’ve followed up with a playthrough of Land of Eem, but I understand it may not have been popular enough. It would be nice if there were more playthrough sessions in general. I went back and watched his Cymbaline Isle sessions last week and it helped me tremendously with understanding how to solo role play. The tip of throwing the adventurers into situations instead of making things up was a game-changer.

Spoilers below the image from an optional intro quest (Wally’s Waffles and Weorgs Rats!).

The goal was to find the deed for Wally’s Waffles & Weorgs due to a property dispute with Subterranean Pits and Lairs LLC. Broke and running out of food, my adventurers decided to accept this quest. Wally explains the deed is down in the basement, but it has been infested with KiloRats. This infestation was caused by Wally deciding to substitute his Weorg meet with a cheaper alternative (KiloRats)… A KiloRat happened to get into a glowing Bogril Cheese wheel that increased it’s intelligence. This caused the rats to organize and revolt against Wally. They also formed a colony with the ambition to take over the word inside his basement.

The adventurers entered the basement quietly and manage to find a jar of Super Secret Spicy Mustard. Which they knew KiloRats despise. They decide to coat their crowbars (current weapons) with in hopes to deter them. After coating their weapons, the Dungeoneer accidently tripped on a harp and attracted a SkurpWorm. The Bard quickly used their lute to play a horrible melody that was so bad it scared the SlurmWorm away.

They proceed to get lost in a maze and then stuck in an InkSpider’s web once they navigated their way out. They spoke with the spider (Bartlebee) and asked what can be done so we can be set free. The spider became skeptical of the Bard, and asked the Dungeoneer (these spiders admire Dungeoneers) if the Bard can be trusted to be let go. The Dungeoneer failed to convince the spider of the Bard’s innocence, causing further distrust.

In one last attempt, the Dungeoneer asked if there’s ANYTHING else they can do. The spider explained he has been bored down in the dungeon and would like to see the two adventurers spar with each other. The duo figured this was a better deal than actually having to fight the spider directly. They performed a show barely worth watching, and the Bard actually ended up scratching the Dungeoneer in the process. The unimpressed spider decided to let them go just to get them to go away, and gave them a small hoard for the entertainment.

I didn’t finish the quest because it had already been a couple hours of playing. Oddly enough, I ended up journaling a lot of the game to ensure my details stay intact. It’s astounding how much I’ve played already compared to how much more there is. There are hours and hours of things to do and locations to explore. I’m looking forward to seeing what other shenanigans my adventurers will get be getting into!

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