A second package arrives, and Daniel (@dungeondive) walks through what is effectively the full second-edition state of League of Dungeoneers: acrylic standees, the False Prophet big-box expansion, new tracker sheets, and the upgrade kit from first to second printing.
The acrylic set replaces the entire cardboard standee roster, including the False Prophet additions, with hardware-grade clarity (and mirrored art, mysteriously). The upgrade kit ships a hardback revised rulebook, an updated bestiary with all the bestiary-card abilities synced to current initiative rules, a refreshed Quest Book Two, a quick reference compendium with new flowcharts for everything from opening a chest to brewing a potion, and a deck of settlement cards with proper town art.
False Prophet itself is a meaty expansion. Two new ancestries (half-orc, duck folk), two new classes (Druid with nine beast forms, Knight with House-of-Lords nightly quests), two new biomes (mines and caves) with mining nodes for silver, gold, gemstones, mithril, and power stones. Quest Book Three carries an eight-quest False Prophet campaign and seventeen single quests. The dungeon event deck Daniel previewed last year ships in full, alongside legendary item cards backed by the lore book. New cantrips, new prayer levels (5–8), new travel events, new bestiary entries (ratkin pack leaders, shroom queens, lich, cyclops, rat demon).
Mounts now exist as cut-out acrylic with hero slots.
If you held off on the first printing because of the rulebook errata, does this second-edition state change the calculus?