Video summary

Land of Eem - Session One: Wally's Waffles & Rats (part one)

Main summary

Key takeaways

Gaming

Storyline (Session One – “Wally’s Waffles & Rats”)

  • The party forms in the Land of E around familiar hangouts and shared history:

    • Dave’s Gaming plays Goop (a friendly gelatinous goo).
    • Megan plays Coralini/Creini (a gnome engineer-type with a green hat that can mend things).
    • Theator plays Coral Shrewman (a dungeoneering mushroom character, notably “all about” getting into unexplored areas).
    • Tony plays Ludo (a whaling bard/musician with a mandolin).
    • The group also adopts a small creature named Colin (a snag bunny/snack-like pet that eats meat).
  • They are in the Used-to-be Forest at Wally’s Waffles & We—a chaotic, underculture tavern/restaurant founded by a retired human pirate.

  • The mood is grim: they have lost a sixth member, Wendy, supposedly taken by a giant bird / Scrockwing.

  • While they eat and settle in, a stage performance turns into a brawl. In the chaos, they receive an opportunity to earn money/jobs.

  • Wally explains the real problem:

    • Corporation SPL wants the property.
    • Wally can only stop them by recovering the property deeds.
    • But the deeds are gone—Wally suspects the rats in the basement.
  • The party accepts the job and heads into the basement, discovering:

    • A worm hiding in rotten vegetables.
    • A wine cellar with three killer rats guarding glowing cheese.
  • They defeat the rats (using tactics like non-lethal/influence via music, plus combat with improvised weapons), but their search triggers new complications:

    • Searching bottles/racks spawns additional rats.
    • They find multiple jars/food items, including super spicy secret mustard.
    • They disturb a slurpworm, leading to parlay/intimidation/improv solutions before ultimately fighting it.
  • After winning the worm fight, they move on to a trophy-room / storage-adjacent area with pirate-related remnants.

  • They find additional clues/items (including copper and various bottles), then locate the tunnel with tracks.

  • In the tunnel, they uncover evidence of a larger ongoing conflict:

    • Goblins and rats have been operating together.
    • This implies the rats may be part of (or used by) the goblins trying to steal the deeds.
  • The party follows the trail into a one-way, dangerous section and encounters a cave area thick with red/white speckled mushrooms—with bones visible in the composty floor—setting up what looks like the next major threat.


Gameplay highlights / key moments & strategies

  • Sandbox survival tone + session-style D12 checks

    • Rolls use D12 with degrees of success.
    • Success/failure strongly affects outcomes and escalation.
  • Non-combat influence via bard/musical abilities

    • Ludo uses mandolin/song to create tactical effects during conflicts—calming rats, providing a “soundtrack” for fights, and later healing via invigorate (with rhyming requirements).
  • Improvised weapon use

    • Shovels/picks/bowls can be used as weapons.
    • Improvised damage may include drawbacks (e.g., disadvantage-style handling).
  • Coralini’s mini-mushrooms (crew mechanic)

    • The party’s mini corals act like a special “crew” resource usable once per session for useful actions such as:
      • distraction
      • menial work
      • trap interaction
      • intimidation/inspiration
  • Chase mechanics

    • When a killer rat flees, the group runs a chase:
      • players alternate describing actions and making checks
      • the party needs 5 successes to catch the target
  • Conflict phases (parlay → improvise → run away → combat)

    • Conflicts aren’t forced into immediate combat.
    • Each round, players choose a phase.
    • Parlay attempts with animals require checks and may fail hard if the situation isn’t “talkable” by the rules.
  • Mistakes create new enemies

    • Searching containers/bottles can trigger spawns (e.g., extra rats emerging from bottles after partial exploration).
  • Careful navigation in cramped spaces

    • Basement exploration includes nimbleness checks while threading through crates and avoiding collapse/damage.
  • Resource management and quest acceptance

    • They start broke and rely on jobs/earning money.
    • They use found items (like copper) and bought food effects (waffle healing/courage mechanics).
  • Courage / dread as the core survival pressure

    • Damage reduces courage.
    • Enemies can inflict dread.
    • Certain states (like being engulfed) progress toward defeat over multiple rounds.

Notable events (condensed)

  • A stage brawl breaks out; the party eats, then decides to “earn” through jobs rather than just spend.
  • Wally’s quest: recover deeds from the basement; rats are consuming/causing the missing-property problem.
  • Combat + music control in the rat/wine cellar:
    • Rats are calmed with song, then eliminated quickly using pickaxe/weapon swings.
  • Worm encounter:
    • A worm bursts from rotten crates.
    • Later, a slurpworm nearly causes an engulf-and-defeat sequence.
    • Intimidation/booming sound and coordinated violence stop it.
  • Trophy room and tunnel discovery:
    • Clues related to the deeds appear amid traps/rat spawns.
    • The party follows tracks into a tunnel system.
  • Final session beat:
    • They reach a mushroom-filled cave with bones and moisture—implying a new danger (possibly rat/biohazard territory) beyond the immediate tunnel.

Gamers / sources featured

  • Dave’s Gaming (Dave)
  • Phil (the host/speaker introducing the session and rules context)
  • Megan
  • Theator
  • Tony

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