What’s the best way to represent gradual memory loss/Amnesia in an exploration adventure?

I’m going to DM a D&D 5e hexcrawl Westmarch-style, and for story-wise reasons the worst danger the players will have to face is Amnesia.

Each character will have a 7th ability score called Memory as per the variant Honor/Sanity rule in the DMG, equal to 3d6 + their highest modifier between Int, Wis, or Cha.

This score will reduce over time for each day of travel, and can only be recovered by resting in certain checkpoints (for example their starting outpost).

Now, i did my research, and the options I thought to represent what happens when you lose Memory are:

  • They start losing Int/Wis/Cha at the rate of 1 point/hour, and once they reach 0 they’re lost until someone finds them again.

PRO is easier for me to manage
CON it sounds too much videogame-ish and doesn’t translate well in role-playing terms.

  • They start suffering level drain effects at the rate of 1 level/hour, and same as above, but this time no way to recover the character.

PRO easy to manage, I don’t remember where I found the rule about level drain but it just says to give characters -1 to hps and every roll until they recover those levels
CON same problems, moreover I don’t like the fact that it also affects physical characteristics as Constitution, something that isn’t quite “forgettable”.

  • I mess up the notes they’ve taken, and the map they’ve drawn, during the current exploration (as per the spell Modify Memory).

PRO The most interesting option from the roleplay perspective
CON Why their memory loss would affect physical records? And even if it did, my tampering would be easily identifiable.

  • I lie and give them false information about where and when they have been.

PRO Would be easy to spot the misdirections by using their notes, and avoid a TPK
CON Would be easy to spot the misdirections by using their notes, and avoid a TPK.

  • I write off something off their character sheet each time they completely lose memory.

Desperate times call for desperate measures.

Now, if I just wanted something they could roleplay I wouldn’t have asked, but since it’s an hexcrawl and exploration mechanics is something with a great weight, I need something that has a mechanical impact too.

What have I missed?
What I have not thought of?

Is To Catch a Thief based on an adventure (other than Dragon Heist)?

I have Escape the Underdark, and (as far as I can tell) it is based on Out of the Abyss. I also have To Catch a Thief, but it seems to share little with Waterdeep: Dragon Heist other than the setting. I saw A Tale of Two Fishies on Dungeon Masters Guild, but I don’t have it myself. Is To Catch a Thief actually based on this latter adventure?

How should I choose a 5e adventure for a group of new players?

I’m thinking about taking a turn as DM after one of my current games wraps up next week. When we start, the various players will have had 0-4 sessions of experience with 5e, though some have played other RPGs. We’d probably play every other week over the summer, so about 8 weeks, but with the potential for most players to continue into the new year.

With where I’m at right now, I’d rather use a published adventure so I can focus on running the game over writing it. The one my FLGS has on the shelf is Curse of Strahd, but I’ve heard (vaguely) that it may not be the best for new or almost-new players. However, I don’t have much to go on when looking for alternatives, though I know I want something with atmosphere, descriptive adjectives, and alternatives to violence, not just a list of encounters with monster statistics and traps. Ideally something like 25% of dilemmas and questions require some creativity and roleplaying, not just a big stick, while 25% require violence and the remainder could be either depending on how the PC’s act.

Question: How should I go about choosing an adventure for a group of new players? What qualities should I look for, and how can I tell if a published adventure has them? Should I restrict myself to official WotC adventures on the presumption that they have the best writing and playtesting, or is there a way to identify third-party adventures with a similar (or higher) level of polish and quality?

(Once I actually have the adventure in front of me, I have sufficient experience running other games, playing 5e, and poring over the rules that I’m pretty confident about everything else. For example I’m happy to improvise, and if necessary give story XP, if the PCs go off script and bypass an encounter that I was counting on to prepare them for the next one, so I’m not expecting the writers to have thought of everything.)

Note: If this goes well I’m likely to do it again, so in the spirit of the Stack I’m asking how to fish, i.e. tools or heuristics to help identify what I want from what’s out there.

Converting PF1 adventure to pf2 – loot?

I’m wondering in regards to loot and the transition from pf1 to pf2.

With how the focus in pf2 went from gp to sp I’m not sure if the loot needs to be downgraded when I convert an adventure.

As example The adventure Hollows last hope leads adventurerrs on the path from lvl 1 to lvl 2-3. During one of the encounters (not the boss encounter!) th group can find a treasure consisting of a ruby (worth 300 gp but can be used on a magic item in the dungeon and thus lost) and 62 gp.

As this is not the only treasure they find (a few magic arrows, rings,… and mastercraft weaponry).

I’m wondering if that should be the same in pf2.

Thus my question: When converting pf1 adventurs to pf2 is there anything to keep in mind in regards to loot (downgrading or upgrading it in terms of worth),… .?

Was there a published adventure that dooms the party if they fail a knowledge check?

I’ve recently seen a very strong claim made about knowledge skills:

“If someone didn’t take Knowledge: Nobility and Royalty and they can’t identify hearldry, then you can wind up getting ****ed. This can actually happen in a published adventure by the way.”

It’s possible that this was only referring to a minor issue like not being able to progress a conversation, but was there ever a published adventure that locks the party in to a bad ending if they fail a check on an uncommon Knowledge skill (e.g. Knowledge: Nobility and Royalty)?

Kobold character for Kingmaker Pathfinder adventure

I’m aiming for a high-charisma build to try to become the Kobold Queen.

The starting rules are:

Level 1, 200 GP, 15 point buy for being a standard fantasy setting, 2 traits.

I want to include the “Dragon Affinity” trait as I want to be a Kobold Bloodline Sorceror. The adventure path is intended to go from level 1 to at least 15 (15 is the level the final adventure in the path starts at).

Role-wise: be impressive and flashy while knowing a few sneaky trick spells, with the objective of inspiring misfits to come join our kingdom.

What is my best build plan for these objectives?

Is the Dragon of Icespire Peak adventure designed for a party of 2 characters?

Specifically in the context of running the Dragon of Icespire Peak adventure (from the Essentials Kit) for one player, is this adventure designed for a party of 2 characters?

I ask because I plan to run this for one player, and the intention seems to be to add a sidekick to the party to help out the main character (i.e. my player’s PC).

From Running for One Player:

The fact that it says “a sidekick” implies that the adventure expects you to have a party of 2 characters. This is further supported by the Running for Multiple Players section:

Since this makes no mention of sidekicks, it implies that having only two players (and therefore a party of only 2 characters) is fine.

Generally published adventures are designed for a party of 4 characters, so I just wanted to make extra-sure that this one was designed for 2 characters (i.e. that a single player only needs one sidekick added to the party, not two or three). Does it say this explicitly anywhere that I’ve missed, or otherwise imply that it is balanced for 2 characters?

In the Descent into Avernus adventure, all food and drink tastes bad when consumed in Avernus. How can we avoid this problem?

In the Baldur’s Gate: Descent into Avernus adventure, all food and drink tastes horrible to our characters when it is consumed in Avernus. If we eat or drink anything, we must roll to not vomit. Would there be a way around this, like destroying our taste buds? Is there a better way?

What is a good spoiler free lore resource that I can give to my party for a published adventure?

I’m currently running a Storm’s King Thunder campaign and got a question from a couple players in my party who wanted to create a backstory for their characters. They wanted to know more about the region that we are playing in, but they were afraid they might read up on things they don’t want to know yet.

I have already looked into some sources such as Reddit and the forgotten realms wiki, but these sometimes detail things about events that happen in a published adventure. So it isn’t completely spoiler free. The same goes for the location descriptions that can be found in the published adventure book itself.

Does anyone know any resource or a way that I could let my players find a place in the world they play in without having to worry possibly spoiling parts of the plot?