Play-through report: Wrapping up our first Land of Eem session
But first, was there a error in the last newsletter?! Find out in “What’s Up, K.J.?”
🤔What’s Up, K.J.?
Trying to consistently release a decently done hobbyist newsletter for fun and community every 2nd and 4th Friday/Saturday (with special 5th Friday/Saturday editions) often comes after a long day. That means I might overlook something.
For the freshest newsletter that’s set to release next, I usually create a duplicate from the previously released one. I feel it helps me create cohesion. It also helps me see what (if anything) I need to follow up on.
If you still have the original emailed newsletter, it mentions “half a dozen” cool items featured in the Cool Indie Corner. I failed to share that section, and I have no idea how that happened 🤦♀️(Perhaps I was distracted with a dear family member of mine being sick.)
Without further ado, let’s get straight to the ✨Cool Indie Corner✨ then, shall we?
✨Cool Indie Corner✨
Twice as much goodness because I missed the last round!
Andy has been creating beautiful art, but now, a leveling up, as we can all enjoy Saltuswood Gap. Andy describes this as “… a beautiful, isolated region nestled in the heart of a vast and ancient forest.” Artwork. Stories. Free coloring sheets. All by Andy. Go sign up already 😊
An adventure module for Dragonbane fans. Released in the fall of 2025, it was not on my radar until someone pointed it out recently. It looks like a solid enough campaign, being long enough to satisfy both GM and players without requiring a multi-year commitment that folks often find unsustainable after a few months due to life commitments.
Two years ago, Fängelsehåla (or just Fäng) was released. The game has basic core mechanics (using d6s) meant to support GMs run a “zero prep dungeon crawl using random tables.” I have this as one to learn and play this year, and now I find myself tempted to back their dungeon bestiary so I have everything plus when I get started. The fun artwork is so eye-catching to me, and the rules work well enough with the theme to be a crunchy fantasy RPG that satisfies the itch to do math or at least include modifiers at some point when rolls take place. Bonus points to Fäng that it doesn’t try to over-achieve by being a 300-page rulebook.
Since we’re already talking about Fäng, let’s look at this ZineTopia entry. Don’t let the child-like art fool you. (The art by Moon Art imho is absolutely lovely anyway🤍) This adventure has ample political intrigue. “[L]oosely based on the plot of a popular Israeli children’s storybook called ‘Mitz Petel’ (raspberry juice in Hebrew)”, players get to explore a castle and encounter warring factions aiming to gain absolute control over a strategic resource - the exotic and ultra-rare Petelum ores.
With February comes crowdfunding for zines. This is one that caught my attention. Aside from the beautiful artwork, I like the idea of folks getting to play as woodland creatures. Its description reads: “where "Redwall" saga and "The Secret of NIMH" meet. Playable solo, co-op, or with a DM” so this is something I feel would get playtime at my table.
The description spells out why folks should back this: “A scifi adventure game inspired by Cairn, Into the Odd, and Mausritter. Discover bizarre worlds, fantastical alien creatures, ancient spacecraft, space pirates, and the depths of the unknown.”
Perhaps it’s because of my three sons growing up and giggling almost non-stop from reading Dog Man and other Dav Pilkey creations that I find this ZineTopia entry interesting.(Sometimes, the world is just too serious and we need to briefly remember a more ‘innocent’ time.)If you’re interested in checking out the comics behind this RPG, they’re right here on Substack by author Ed Siomacco.
If I were a crafty person, this is something I would enjoy picking up. Looking at the description, I feel almost confident enough that even I could figure out how to build tabletop terrain. Game Machinery [creators of the Origins Awards nominated (and NSFW) Defiant RPG] says that cheap materials and basic tools are all that’s needed to create the items. If I pick this item up, I will schedule video sessions where I show you my attempts to build terrain. Stay tuned!
I haven’t had a chance to play any Liminal Horror, as my main horror game at the table has been Call of Cthulhu. This zine by M. Allen Hall has sparked my interest more than any other product I’ve seen connected to Liminal Horror so far. The 60+ page booklet includes three short adventures that can make an entire (albeit shorter) campaign, abbreviated rules, and procedures for solo gaming. I’d say this alone is a great way to get introduced to the horror RPG.
A CYOA zine on Kickstarter for Zine Quest, this entry has caught my attention. It’s promoted as an “extended and definitive version of WAy of the ShoTgun – Prologue.” The setting for this one is Japan 2043 after the apocalypse and during a state of anarchy.
It’s rare to see a true narrative gaming book among the solo RPGs out there. What’s interesting about this offering is the “slow construction of a community” goal. The description also tells us: “You will have to restart the game several times to find a construction that holds. Failure is part of the experience.” Failing in a game is something I welcome as a refreshing experience after years of OP player characters in Pathfinder 1e (and one reason why I enjoy Call of Cthulhu and fail-forward RPGs).
A free 31-page preview is available on both DTRPG and itch-io. Thank you so much for your support 🤍
🎲Land of Eem Play-Through Report Wrap-Up
As mentioned at the beginning of this newsletter, I’ve been distracted by caring for a family member who’s been unwell. So I’ve scheduled the video review for the physical deluxe box set for the February 27th/28th issue.
If you missed the previous play report, check it out here if you’d like.
NOTE: The post contains spoilers from the starting adventure from the rulebook.
Last time, gnome folk Gildor had concluded that a critter of some sort had gnawed a hole in one of the walls of Wally’s trophy room located in the basement. The discovery of a dead kilorat, a knife, and a stick of dynamite confirmed his suspicions. Onad decided to confiscate the explosive material before the adventurers continued onward.
Gildor, Jarn, and Onad have now dropped several meters down into a labyrinth of tunnels underneath the popular diner Wally’s Waffles and Weorgs located in Used T’Be Forest. At appointed times throughout this mini dungeon crawl, I called for a roll (following what was written in the adventure) to determine if the party encountered a patrolling kilorat. It was at this first checkpoint that they did indeed have an encounter, but it was brief. Since the kilorat was alone, it was easily scared off since it’s outnumbered.1
It’s here that I also let the players know the type of adversary they are facing, as we’re all learning the game. Land of Eem has three Adversary Types: Creatures, Critters, and Creepers. These are further broken down into Classes: Goon (G), Bruiser (B), and Champion (C). The Type and Class is then written in an abbreviated form. For example, the kilorat the PCs faced at this moment was classified as L1-B, which stands for Level 1 Bruiser.2
The party soon met yet another kilorat without incident as it also was far too skittish to take on a group of three adventurers. However, upon following the wall to one side (to keep track of the ever-winding maze), they found themselves at the entrance of an inkpot spider’s cavern. It’s not long before Onad and Gildor were both entangled in the webs, but only temporarily, which was a good thing.3 (Onad broke free after a Nimbleness4 roll, and on his next turn he then passed a Might5 to free Gildor.) Jarn chose to wait outside the dwelling and tuck into her shell.
Inside the cave, a daddy-to-be inkpot spider was babysitting a brew of eggs while “the missus is out shopping” - something the party learned after Gildor began conversing with him.6 I was a bit concerned when the PC for Onad declared he was using his lit torch to “lightly” threaten making omelets if the soon-to-be-daddy spider attacked, but thankfully we didn’t see the game go that route!
The conversation between the party members and the almost-new dad allowed them to search the cavern for the deed to Wally’s. Items from an OLD HOARD7 were found, but the property document was not. (We took the time to roll and define what items the PCs discovered and selected to retrieve, as it felt fun to have this shared moment of looting. You may choose to do this after the game session.)
The eggs began to pulsate, and the PCs quickly moved on, but not before inspiring the inkpot spider (who was struggling with a lack of confidence in his new role). Moving on, they run into another patrolling kilorat. Since parleying failed in phase 1 of Conflict8, we moved to phase 2, which was Improvise9. Onad filled the critter with air using his recently acquired bellows (think classic cartoon silliness here). The tension would have escalated accordingly from Onad’s action, as another kilorat showed up due to the noise created. The threat of Combat was growing, but Gildor’s PC successfully rolled a 13 on his turn. He fed both hungry kilorats some rations, allowing tempers to go down.
After several more feedings, Gildor convinced the kilorats (named Larry and Not Larry now) to help him gain an audience with the big bad of this entire adventure, King Klik. Once Gildor ran out of rations10, the kilorats were suddenly unwilling to help the party complete their quest. Gildor’s PC spent a Quest Point11 to be successful with his roll to convince them to assist after all. I want to note here that we were not sure about what rations feed Critter Adversaries, as the rulebook didn’t make that clarification. We ruled that a kilorat would eat almost anything, so the type of ration really didn’t matter.
The party tried unsuccessfully to take a shortcut they learned about from Larry, but they were unable to due to it being in the now overflowing-with-newborn-inkpot-spiders in the cavern they stumbled upon earlier. Plus, the missus (and new mom) was back home from shopping and her eight feet were tired.
They returned to their previous location and entered a funghoul12 cave. To my disappointment, all rolls were successful, so this part was rather uneventful. From there, they reached a large, dark chasm. What Larry and Not Larry had described as a foot bridge turned out to be a tightrope that stretched some thirty feet across. Onad traversed to the other side without incident. Gildor failed twice to get both himself and (a very nervous) Jarn across.13 The player for Jarn used her higher Nimbleness Skill to get the pair over the chasm safely. As she described it, “I grab Gildor, set him atop my shell, tuck myself in as I push off with my back feet to slide quickly across the tightrope.” During this triumphant moment, Gildor used his Autumn Hat to change Jarn’s turtle green shell to red.14
The adventurers finally reached King Klik’s majestic dwelling place. The Crystal Cave sparkled, shimmered, and dazzled thanks to the large crystals sprouting from “glittering rocks.” Beyond all of this beauty was a vast darkness, and it was from this gloom that the king presented himself to his visitors. He orated a monologue worthy of consideration among all BBGE monologuing moments. He also listened to Onad and Gildor as they made their request to obtain Wally’s deed.
Were they victorious in securing the document? Yes! Onad used his Dungeoneer Ability Reconnoiter15 to ensure the party entered the king’s presence respectfully to gain an audience with him. Jarn also used her Trickery16 to convince King Klik to hand over the deed, as she spun the narrative to where the king believed all the requests the PCs made were ideas of his own making.
In the end, Wally was able to keep his diner. He mended his ways by offering a complete meat-free menu. King Klik was able to free his fellow kilorats as well as begin orating to his heart’s delight on open mic night at the eatery now renamed Wally’s Wafflehaus.
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Bruiser Types are a bit more hearty than Goons. Some may even have names, but this kilorat did not (you’ll see later in the adventure that I did give two others names due to more interaction). The rulebook states that Bruisers are harder to manipulate, which I translate as not being able to parley or negotiate with unless there’s something of value offered in exchange.
Inkpot spiders have “highly sticky, black webbing”. Failing a Check means becoming ENTANGLED. With this condition, according to page 137 of the rulebook, PCs can’t move until they break free. There’s more limitations to consider, but these were not something we faced during this session.
Nimbleness is a Skill under the Knack Ability. It represents agility and dexterity. If PCs are using their hands and/or feet to accomplish a task (think lockpicking, dodging, driving a vehicle, or sleight of hand), then this is the Check they need to roll for. It’s different from Athletics (a Vigor Skill), where that Skill focuses on physical fitness (think running, jumping, swimming, climbing). See core rulebook, pages 16-17.
An OLD HOARD is a type of treasure that can be found when treasure hunting. See core rulebook, pages 96-97. Be advised that you and the players will need to allow time for rolls and looking at random tables to determine the contents. Do this at your preferred time for such recordkeeping.
Improvising should “overcome or defuse” the situation according to page 137, and I think the PC’s action escalated the tension or intimidated the adversary rather than defused the situation. We were, however, caught up in the moment and I let this slide. Rulings over rules. Plus, the player rolled a 9, which is a success with a twist, so there was some consequence (another kilorat showed up, evening the numbers).
Consumable items include coins, rations, and ammo. Players roll usage die to determine whether anything is left. Be sure everyone has access to a 1d6, 1d8, 1d12, and 1d20 for rolls during game sessions. See page 82 of the core rulebook for the USAGE DICE details.
Funghouls are flesh-eating mushrooms and Creeper Adversaries. Being Creepers means they don’t have Classes (Goons, Bruisers, Champions), so they’re “more like environmental hazards.” See pages 144 and 156, core rulebook.
The Dungeoneer’s Reconnoiter Ability requires a Realms Check. If successful, then “once every session, the PC can make up a fact or rumor about a place or a group located there.” I allowed the PC to know how to appease King Klik by entering his presence in a highly honorable (yet quite humorous) way. See page 30, core rulebook.
Thanks for the shout K.J., I appreciate it!