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Session 0, 1, 2, 3, 4, 5, 6, 7, 8
For this session, I returned to Coral Rock:
The sigil seared into the ground shimmers like the bright, crystalline sea that laps against the coastline. A gulch between two hills fills with water, turning the north end of the peninsula into an isolated landmass.
Aside from my own Realms, this is the only one I'd played prior to this. It's also the first third-party Realm out there, I think! And that's very cool.
The major Realm Mechanic this has is the "Hit" mechanic, because this is where it originated.
This one has a Tide clock which operates similarly to the Grim Coast day/night clock: 4 segments, advances to the other phase when it switches over, different actions on a point depending on the phase. It's more prominent in the eastern, starting island where it's less mountainous and more swampy.
Every time you die, you start your first fight after death with -1 Move for 1 round. For each subsequent death, it adds +1 round, or you can spend stamina dice or Health to reduce the duration.
This one definitely set the tone for a lot of Realms going forward, including my own. I appreciate the care taken with the flavor. This one's a great starter Realm after Grim Coast!
So I have kind of the same problem with this Realm Clock as I do the Grim Coast one: given you can advance it freely, there's really no incentive to do anything at any time other than the one you already want to do it at. You can just run it down to wherever it needs to be. Some areas (like the gulch) require a bit of counting backwards to figure out exactly when the right time to be there is but there's nothing too much. It's flavorful though, and it's cool to see the maps change based on the tide height. Likewise with the death penalty, given that it clears after one fight it's not particularly meaningful (because you can just go rest afterwards and that's that). It's definitely interesting going back to this and seeing the progression of mechanics from subsequent Realms - it's only been a few months and there are already tacit standards of practice and that's pretty cool.
I really like the enemy groupings here! The way things are set up, a few of the encounters can be pretty nasty for new characters in the good way - they're doable but you'll have to work to not get cornered or overwhelmed. (Not nearly as nasty as they used to be when difficult terrain slowed movement, of course - the Gulch encounter especially. And not really for me, but then again this is supposed to be kind of an introductory one so I'm fine with that.)
You can get two pieces of equipment here. The Harpoon is a 2-spaces-only armament that can pull hit targets closer before calculating Harm - I remember it being pretty busted at Adjacent/2 Spaces, it's a little less so now but still very good when combined with anything that gives movement. The Prosaic Shell gives you +1 Block at Range 2+ before Harm is dealt each round if nothing is at Same/Adjacent, which combos well with Warding for long-range enemies - I'll take that one.
The Rune Lord is pretty neat. Phase 1 is a same/adjacent attacker, aside from a Range 1-3 ability on a 6 (throwing something at you, maybe?) Phase 2 puts him at Same/Adjacent/2 Spaces, with 1 less Harm from 2+ Spaces (much like your Prosaic Shell!) This one's interesting because the Harpoon lets you play it safer when combined with the Prosaic Shell but isn't as fast to take him down if you do.
The Tide Run Rune you get is extremely handy - you get a free Move 2 1/fight. I'll ABSOLUTELY use that one, that's a serious get out of bad rolls free card. Combos well with Lance of Light's Beam ability too.
Next time, Abrus Island!
(Read the original on cohost here!)
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