if Pravin Lal was gaping like a moron and hugging a toy for children he'd be a nu-male too, but he doesn't, so he's not.He literally looks like white Pravin Lal, so I don't see what your problem in particular is.
Update: I'm running a Sunless Citadel campaign while introducing a couple of friends to D&D, and I can confirm that it's a good introductory module. It's also more challenging than I expected, though I'd guess it's mostly due to 1st level D&D.Sunless Citadel was considered a great introductory module for 3E, and the 5E response seems pretty similar. You might want to give it a read and see if you'd rather run that one instead of LMoP.Question still stands for the other conversions (White Plume Mountain, Against the Giants, The Sunless Citadel) , though I imagine they might have similar problems.
Maze of the blue medusa is a great module.People here should try Lamentations of the Flame Princess modules; they are easy to port to 5e and are made for Codex audience.
LEVEL 3: SPIRIT SEEKER
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals.
TOTEM SPIRIT: SHARK
While raging you may bite as a bonus action. This deals 1d6 piercing damage plus strength modifier and can be used as an opportunity attack.
LEVEL 6: ASPECT OF THE BEAST
You gain a swimming speed equal to your regular speed and can smell fresh blood on land from 100 feet and one mile underwater.
Your bite now deals 1d8 damage.
LEVEL 10: SPIRIT WALKER
At 10th level, you can cast the commune with nature spell, but only as a ritual.
Your bite now deals 1d10 damage.
LEVEL 14: TOTEMIC ATTUNEMENT
On a successful bite attack, you reduce the target's movement speed to zero for one turn.
Your bite now deals 1d12 damage.
Maze of the blue medusa is a great module.People here should try Lamentations of the Flame Princess modules; they are easy to port to 5e and are made for Codex audience.
Most - if not all - official campaigns are set in Forgotten Realms. It's as close to standard setting as you can get.
The gibbering mouther has a flash blinding attack that's absolutely perfect for getaways.
I think I'll try to get the players to realize it needs to be set on fire, most will either not have seen the Thing or not make the connection I think so that'll be somewhat tricky.
Any tips/advice?
I'll be doing next friday evening. I was inspired by The Thing and the Hateful Eight to set a murder mystery in a snowed in log mansion inn in a blizzard.
Great advice! Added it to my notes.The gibbering mouther has a flash blinding attack that's absolutely perfect for getaways.
What's the size and levels of the party? Unless you're going to fiddle with DC, it's likely that quite a few of the party's members will pass the 13 dex throw. Sinde you'll want it to avoid grouped PCs anyway, you might want to turn it the flash into a weak attack (that can be used in multiattack) and also impose a disadvantage on saving throw if the attacked has no light sources around (due to iris contraction fuckery). This also ties into the fact that you want players to use fire against it.
I think I'll try to get the players to realize it needs to be set on fire, most will either not have seen the Thing or not make the connection I think so that'll be somewhat tricky.
Have the torches/fireplace go out the moment it crashes through the roof. This should ramp up the panic for non-darkseeing folk, but also gives you the opportunity of describing it recoiling from any source of open flame the moment a player stokes the fireplace/ lights a torch/ throws a fireball.
Any tips/advice?
Play some wintry/rainy sounds on a loop, and prepare a few unnerving music pieces to play in the background. Good soundtrack can turn an OK session into something memorable.
Active players are a DM's best friend. I've never met a DM who can shoulder the burden alone, no matter how good they are otherwise; if the all players are shit, shy or just off their game, the session's going to suck.I didn't much get that last time because it was all down to me really, the players weren't being very creative or inhabiting their character much and my best creative moments are always reactions to someone else, oh you mentioned X, that makes me think of Y and that makes me formulate a whole idea and now I've got it, it always takes outside influence.
It is 5e. Automatically and eternally banned.How would you guys rank the 5e adventures paths?
How would you guys rank the 5e adventures paths?
How would you guys rank the 5e adventures paths?
I only know in detail Curse of Strahd.
Nice scenes, nice ideas all around, but I think it lacks a backbone. There's no clear motivation for players other than escaping Barovia and do generic do-gooder stuff along the way, which feels a bit bland. Some of the locations/encounters are great, other suck or feel like a pointless drag. It'll require some work on your part to alter it if you want it to feel like a truly thematic adventure that motivates players and where everything feels connected and with an adequate pace. Still I'd say it is a good sourcebook and an entertaining read.