Flight from the Dark: Your Experience

beowuuf said:
Yes, neither are mandatory, just both are more likely (and I thik follow on one from another now)

I get the feeling they do, yeah. Are there any important disadvantages to missing those encounters? Or to put it another way, are there any important advantages to be gained by going through them?
 
Sense of accomplishment, doing/meeting key figures
Practically, nothing you will miss. I think I played a 'cowards' game, moving in a logical way to the capitol but avoiding confrontation, and missed those two adventures with no ill effects
 
Not to mention it's a lot more exciting. The story is fleshed out a lot more by meeting Banedon and then going across Alema Bridge. The first time I played the book through this is the way I went. Between that and the new beginning the whole story was just that much more epic.

Just as an aside I have to say that the new FFTD is absolutely fantastic and so much more than I expected. Bravo Joe. :)
 
I started with CS and EP of 16 and 26. I usually roll the die twice and assign the numbers as I wish (usually the higher number of the two for CS).

I picked the following Disciplines:
Sixth Sense
Weaponskill (Broadsword)
Hunting
Healing
Mindblast

I took Sixth Sense as it was required to meet Banedon in the original edition so I assumed that was the case here as well.

Had no troubles in the Monastery sections, the Drakkar with the crossbow missed because I had Mindblast.

Got to the forest and noticed some changes....used Sixth Sense, but didn't meet Banedon right away...was afraid I had missed it. Finally did run into him further south and then helped defend the Prince (love the re-write of the Alema Bridge Battle). Got through the Graveyard okay, only brushing death once (that trap with the falling granite block). It asks if you have a Golden Key. I am assuming this is different than the Gold Key that you get back in the Monastery for unlocking the Vault. So I pulled the pin and prayed. Rolled an 8...success!

Got through Holmgard pretty easily, love the extended stuff here as well. The fight at the end was tough. I was -6 on the CRT. I rolled mostlly in the 5-8 range to start, but I lucked out with a 9 near the end after two 2's in a row. The last roll I had 2EP and the Helghast had 4EP. I rolled and he lost 7 and I lost 2 or something like that. Even though that put me away, I figured I struck the killing blow as well (and had extra damage to boot whereas the roll only put me right at 0). Cheating? Probably. I know I know....what's a poor Kai Lord to do?

All in all, great book, though I am not too keen on the new art. Perhaps I am just biased toward my memories of Gary Chalk's art, and I noticed most of the art in this one is a recreation of Gary's iconic drawings in the original book. THe new ones are more dramatic, but less "charming".
 
I'm surprised no one chooses MindShield initially. I've had too many times where I died or was mindwiped by a Helghast, ancient evil statue with a demonic presence, etc.

I love the redone series, and being able to order all of the books in the series is really nice!
 
Mr. Sinister said:
I'm surprised no one chooses MindShield initially. I've had too many times where I died or was mindwiped by a Helghast, ancient evil statue with a demonic presence, etc.

I love the redone series, and being able to order all of the books in the series is really nice!

I always choose the same set of skills that Sunlord lists above but with Mindshield instead of Sixth Sense. I quite like the idea of getting all the stat/battle based skills out of the way so the extra ones are kind of like a bonus.
 
Mr. Sinister said:
I'm surprised no one chooses MindShield initially. I've had too many times where I died or was mindwiped by a Helghast, ancient evil statue with a demonic presence, etc.

I love the redone series, and being able to order all of the books in the series is really nice!

I generaly find that, if I'm careful, I don't need it 'till book 3 or 4. I usualy take it around book 1 or 2 'though.

I almost always leave mindblast and weaponskill 'till last as I can get by without them (it's not as if I rush headlong into every fight or anything - I prefer to examine all the options and do fun creative stuff). It makes me feel more like Robbin Hood or any other traditional trickster character to be doing fun stuff and that adds to the enjoyment factor.
 
Is the crystal explosive device and or the kai sleeping crystal usable once you leave the monastery ?

I chose to hold onto them and not use them at first but then completed book one without using them... Or is there an optional branch later on that uses them, that I just missed ? Seemed kinda odd to have such a weapon designed for only that particular battle at the end of monastery sequence.
 
satchmoz said:
Is the crystal explosive device and or the kai sleeping crystal usable once you leave the monastery ?

I don't think so, no. I tend to just ditch them.

On a slightly related note, do ordinary backpack items carry over to later books? The emboldened text in the rules only mentions Weapons and Special Items IIRC, although I've read posts and stuff on places that suggest people carry over ordinary items too.
 
It would be nice to use the Kai Crystals in combat situations even if not given a text option - off the top of my head the Kai Sleep Crystal could be used on the barbarian guards outside the hall of the brumalmarc in Bk 3 instead of that herb bowl. So:

Kai Sleep Crystal - will put to sleep any living creature native to Magnamund not of magical, supernatural or mechanical origin. As a general rule if it's immune to Mindblast it's immune to this. Proceed as if combat won.

Kai Battle Crystal - will cause 2-18 EP damage (just like Kai Blast GM ability)
 
Forgot to give my stats.

Weaponskill (Now Dagger pref, used to be Sword)
Healing
Sixth Sense (Seriously thinking of losing for Mindshield)
Hunting
Mindblast

Whereas in the original I have Tracking instead of Mindblast it's too hard now.
Improvements - it's great to rescue the people of Fogwood and fight the Ceners and meet Vurnos (who may yet re-appear bks 29-32 if he fell through that Shadow gate). The only problem is to do all three you must refrain from using Sixth Sense (if you have it) outside the monastery which to me is a struggle to keep in character. (381). Sixth Sense is to me one of the main disciplines LW should have, I always picked it to meet Banedon - you couldn't meet him without it originally. Now I don't know but I think you lose equipment at the monastery if you don't have it when ambushed from above, can't find it now.
I like the extended Alema Bridge and enhanced equipment - Kai crystals, weapons with +ve and -ve CS. Great!
The final battle is a brilliant touch, nice for the Crystal Star to have more useful role; I used to carry it around for ages with it doing nothing in the GM books. Would be nice if it let LW add 1 to random number vs. any spell or mindforce or reduce EP loss by one from the same, etc.
It is so hard though! Even with Weaponskill with Daggers, a Helmet (+2EP)and Chainmail (+4EP) and a Kai Dagger +1CS from 66 or 381. (The only +1 CS weapon you can't get is Short Sword - nice touch in bk 2 that Weaponskill in any Sword gives you bonus with Sommerswerd).
There is a Potion of Alether +2 CS on 236 but the chances of getting here after surviving 28 are slim: roll 8 or 9 (20%) followed by 9 (2%) if you include Weaponskill with Dagger it's 0.2% and Initial CS 19 it's 0.02% - is that right all you statisticians? This gives your best bet of CS 24 vs Helghast CS 22 so that's +2 Combat Ratio but very unlikely.
Also a big fan on the extended description of the monastery - the original series you knew nearly everything about the rest of the world but little of Sommerlund/Kai Monastery without Magnamund Companion. This goes a long way to redress this.

All I didn't like were the illustrations, sorry Rich. Can't put my finger on why maybe I feel they just seem little more than sketches to me. I quite like Gary Chalk's work it's true but my favourite interior artist is Brian Williams. I think someone else put the new artwork is more dramatic than Gary Chalk and I do agree with that, I don't hate it I suppose I had such high expectations what with this and the ever increasing list of errors.
Maps - seem quite dark and don't appear as clear although nicely made.
On a positive note I like the cover art.

What skill do I pick for book 2 - Animal Kinship. I hate to leave Rhygar defenceless and if you give him the Magic Spear you can't complete the book without it.

Well that's more than enough from me, hey has someone let off a Kai Sleep Crystal? Maybe not - just seen the time.
 
Had a bit of a blonde haired magician moment last night.
You have to use the Helghast Dagger of course so you can't use the Kai Dagger +1 CS. So the best CR is +1. :roll:

Meant to say I take the Graveyard route because several of the following books ask if you have been there. :wink:
 
How do you figure the best CR is +1 ? Your max starting CS is 19 and nothing works against the Helghast, so the best is –3. I'm not counting the Alether since it's statistically imposs...improbable to get it, same for Weaponskill with Dagger. With lots of luck you might get one. You won't get both.

And if you start with CS 15 or below, putting you at –7 and below, what are you supposed to do? Cheat? What happened to the old "fun and easy" Flight from the Dark? No amount of textual rewrite, of any quality, can overcome the flaw of an adventure which can no longer be played fairly.
 
That's what I said - 0.02 % Chance. I agree totally with what you said. I prefer to treat Helmet as +1 CS and Chainmail as +2CS instead of the EP increase - it should only affect physical or fight injury. It would be daft that Lone Wolf (no Healing or Hunting) on 1 EP found Chainmail to have 5 EP only to lose 3 EP with hunger - if he wasn't wearing Chainmail he'd be dead!
 
I like to think of these numbers as 'stamina' - Endurance even calling it endurance. While you are fit and healthy, weapon blows and stabs thta would fell you are able to be deflected or turned in to lesser blows. Or you are simply still fit enough to shake it off and keep fighting!

Armour is giving you a buffer zone and so increasing your maximum, Lack of food is sapping your energy - if you didn't have the amour creating the buffer, you wold be so exhausted by your wounds you would have fallen unconscious by now - an surely someone would have kill you! :)

Or something...
 
Nice idea I like it. The other niggle was EP-loss-but only-saved-from-death-by-armour from Psychic drain but I suppose Stamina works here too because it means your physical reserves are not as drained so the damage is buffered from other areas. LW is not a bad little system considering you only have two attributes CS & EP. (Alright who's the wise guy who said Willpower?).
 
I think at 381 when you leave the monastery (Mongoose version) you must not use Sixth Sense if you have it. Turn right 419 then after hiding/fighting head for Fogwood at 413. After Fogwood leave a 528. At 196 or 537 go to 330.
 
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