First session of Tomb of Annihilation over FantasyGrounds with guys I've played with for over 25 years.
I'm playing a LG Paladin of Tyr, order of the Gauntlet. Another player is playing a rogue who claims to be in the Lord's Alliance (but is probably in the Zhentarim) and regardless he murdered...
Chorus of the Dead: a 5' aura around each. When the Banshee uses her Wail, anyone within the aura is affected by it (not just those within 30' of the Banshee)
edit: if you're feeling merciful, limit it to line of sight to the Banshee.
Actually working on a system for jungle rot ( the research alone is fascinating). And I also find myself looking at the 2e Chult supplement to make jungle appropriate clothing/armor more attractive.
I'm thinking the reaction to the Death Curse would be PANIC.
In my game, I'm granting Acererak had hundreds of years to plan this and is both intelligent and resourceful enough to do so in secret. Before activating the Death Curse, he had hundreds of false leads and clues planted all over...
1. Reputation. The first time the Party betrays one of their employers, simply have that reputation precede them the next time they are looking for a job. "I'm afraid the Duke will not require your services. Not after what you pulled in Eastport. Good day."
2. Have the Macguffin they are hired...
I *hate* playing RPGs on a grid with a passion, but my players absolutely insist upon it so I acquiesce.
But yeah, once I'm done DMing (next week!) I'm giving the new DM all the stupid maps and tiles and tokens I've accumulated over the years and he can play boardgame heroes™ as long as he likes.
Princes of the Apocalypse, every Wednesday night from 7 to 11 PM.
I really really miss being a teenager with no responsibilities, where six to ten hour D&D sessions were the norm.
I don;t mind miniatures for positioning and visualization, but I *hate* playing on a grid (PTSD from running two 4e campaigns from 1-30). Unfortunately, most of my players enjoy the tactical minigame of grid-based combat.
As a compromise I try to play at one or two of the smaller combats...
Using the notes on the Red Larch Surroundings map ("spire 10 miles " and "Scarlet moon Hall 20 miles") I've changed the campaign map to 4 miles per hex rather than 10. Makes much more sense.
You're not alone---well, in theory. I brought up not allowing them, but my players flat-out refused to play without feats and multiclassing. Apparently their character concepts hinge on never being surprised and being able to dip into fighter for Action Surge.
I'll echo much of the sentiment in this thread: disliked the playtest, burned out on D&D in general, played the Starter Set and found myself pleasantly surprised.
I've been playing for months and while I'm enjoying the game very much, there are a few mechanical aspects of 5e I still don;t care...