Keep Running

Original (4E)

So your parents were big bad guys.  But you wanted to be different, to rebel.  So you went good.  You are in the middle of nowhere and gonna make a name for yourselves.  And boy are your parents gonna be pissed.

Keep Running Longer (5E)

After Shadowkeep you spent a last year traveling and raising funds to resurrect Sister Linora.  It has taken all the funds and items you had to raise enough money for her resurrection.  But no one protested.  This time has been hard on all of you and changed you in ways that would be hard to imagine a year ago. But you did it.  You got the funds and have found a priest powerful enough to cast it for you.  But something went wrong.  Despite all your precautions, she came back and then after a few days started to waste away.  The priest was furious."You said you were never in Seth", he roars.  You hadn't as far as you know but he pained out the puckered brand on her face and says anyone who has ever visited there has been marked and none can return.  It is the Curse of the island of Chult.  Anyone with this mark can never return.  Death is final.  "I am lucky I survived" declaimed the high priest.  But at least Sister Linora is returned but the next day she lost a nail.  And the day after some hair.  There is no cure, there is no healing strong enough.  The priest who raised her refuses to even see you again afraid of the taint rubbing off on him now that he knows you are marked.

You need to journey to a wild untamed land in the search for a cure to a strange affliction that Sister Linora has caught after her return.  It is an affliction you all now carry,  The island of Chult is said to be overrun with dinosaurs, undead and monsters tribes that have never before encountered civilization. Native Chultans stick to the coast and rarely venture outside of coastal towns and cities.  The party needs to explore this huge island to find ancient ruins, temples, old mines and more looking for clues to the curse that has afflicted more and more people over the last year.  The island is slowly being overrun by the undead.

Navigating the island is not easy. Rain and massive storms threaten all the time. Dehydration is a real problem. Diseases and random encounters with all kinds of monsters make every journey a test. Time will be of the essence as Sister Linora is dying and no magic can treat this affliction of the soul and you two will suffer this curse if you die.

House rules

Long rest in jungle

In Chult's wild jungle the constant danger mean a party need a DC 20 survival check (check for party) or a protected camp or sanctuary in order to long rest. Everything else is considered a short rest.

Creature Lore

Expanded Archetypes

Rogue Swashbuckler (Source: Xanathar's Guide to Everything) REFERENCE : http://dnd5e.wikidot.com/rogue:swashbuckler

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.

A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. 

Fancy Footwork

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Panache

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.