I have got an email from DHL with the tracking number.Those who have received yours: Do you receive a notice and tracking number when it's been sent? I've still heard nothing about mine.
Notice and tracking number received here. Should be delivered this weekend.Those who have received yours: Do you receive a notice and tracking number when it's been sent? I've still heard nothing about mine.
I'm a big fan of 2e broadly, but I agree with this point. I've noted it in the FAQ/errata thread. I think it is relatively easily fixed by making "required successes" scale up faster than "attempts allowed" (which is what Savage Worlds does with a similar mechanic).Skill Endeavour / Council rules have broken math in that with higher dice pools it is actually easier to do supposedly harder (longer) challenges.
Also the sweet spot of these challenges is fairly narrow so you can easily end up with very small odds or virtually automatic odds depending on the swing of d6 modifiers. This is true for 2e in general with using d6 as modifiers but is exaggerated in Skill Endeavours and Councils because they count extra Tengwars.
This is a great outline! Have you outlined anything further into the Tier Three? I'm thinking of running something very similar with my current group!OK, things are starting to gel, here's the outline for what should be several years of in-game adventures:
Cauldron of the Wight King
Spring is late, cold winds from the north, sleet and ice. Dark things gnaw at the borders of the Free Peoples of Eriador. Farmers are worried about getting their first crops in and rumours of wolves and bandits nipping at the edges of the Shire and Breeland are rife.
Tier One: Hints of Dark Deeds
Bree-land
Midgewater Marshes
- Bree, the Prancing Pony, the Fellowship
- Wolves killing a farmer’s sheep
Fornost
- Brigands rob a merchant on his way to Bree carrying important letters (among other things)
- Farmhouses are robbed and burnt to the ground
- Bandit camp is in the Marshes somewhere
- Clues point to Fornost (link to something rotten, competing merchants perhaps)
North Downs – the bandit stronghold
- Something is rotten in Fornost
- Raids on merchants and outlying farms
- Raids near Bree
Tier Two: Congregation of Evil
- Robbers and Brigands and orcs, oh my
- Bandits have taken over a village in the Downs, holding the populace hostage
- barrow of a hero (See Tier Two)
Fornost
Lake Everdim and Annuminas
- raids from the north – orcs mostly, troll and wight sightings
- a legend is told – a hero, a sword and a lost barrow
Barrow Downs – we’re going to need bigger swords
- the lore leads to Annuminas
- Wardens are hard pressed – something in the dark
- An island lost in the mists
Epilogue – trouble brewing in Angmar – the Cauldron revealed
- The lore expands, a band of brothers, a hidden barrow in the Barrow Downs
- Searching the downs – Knights of the Cauldron - frozen wights on pale steeds
- The Barrow and a battle
Tier Three: Into the Frozen North
Angmar
Carn Dûm
- Orcs
- Trolls
- Hill-men
I haven't touched it sadly. I wrote this to run for my kids, but that fell through. I may be resurrecting it for play over discord, so it's neat that you brought it back up. What sorts of things would you add to tier three?This is a great outline! Have you outlined anything further into the Tier Three? I'm thinking of running something very similar with my current group!
I wrote an adventure years back where unknown to him Smaug had a dwarven ring embedded in his scales, and that slowly drew trouble to the areaMy books finally arrived today. YAY!
I won't get to run anything with it for a while, but I am slowly building a saga focused on the Black Arrow that felled Smaug and how different factions of both good and evil will be seeking it as a tool during the coming darkness.