I changed navigation a bit - since I couldn't find stats for guides in ToA, I decided that players can go alone into jungle or hire a guide. They decided to hire Azaka Stormfang and I gave them advantage on navigation checks because they hired her.
My party started at lvl 4 and I think this was a great idea. I think that Port Nyanzaru is a cool place but it's not cooler than jungles of Chult. My players almost skipped Nyanzaru part as they wanted to head straight to explore jungle.
They - same as I - find not interesting dino racing and betting and they think of Port as of a base for further journey (a pit stop). Also, adventure that should be a time bomb, locks players in Port Nyanzaru and forces them doing non-plot related things like rescuing a guy who ows someone money etc..
I also changed the main plot a bit. I find it way to expositional that characters now from the beginning that they have to find Omu and Soulmonger. I started campaign in city of Neverwinter (I'm running this in 4e timeline). Dead people were starting to rise from their graves with blue triangle mark on their forhead (Ras Nsi mark) and also people who were resurrected are slowly turning into zombies and rotting alive - they also have blue triangle mark.
Firstly, characters had to find what is this blue triangle and when they realised it's a mark of dead Barae from city of Mezro, they were assigned for a quest to Chult, to find out what's going on. Lord Neverember's daughter is rotting since she was raised from dead few years ago. He founded their travel to Chult and recommended to contact his ally - Wakanga O'tamu.
Thanks to this, my players know nothing about Soulmonger, Omu and they are exploring the jungle and searching for answers and clues. They are looking for cause of this zombie-disease and they starting to realise it has something in common with Ras Nsi.
All the guides use standard stat blocks as found the Monster Manual (or in the Tomb of Annihilation appendix).
The way this is shown is by displaying the name of the state block in bold. The difference between a scout and a scout is that in the first instance we're talking about scouting people in general, but in the second we are referring to the specific state block called "Scout" on page 349 in the Monster Manual.
Both Faroul and Gondolo are scouts.
Not all guides use stat blocks from the NPC appendix of MM. For instance, you'll find the stats of Musharib on page 210 of Tomb of Annihilation itself, while Azaka Stormfang uses the creature stats on page 210 of the Monster Manual (not in the appendix).
Hope this helps!
Here are my stats for the guides in "short form."
{SPOILERS}
In brief (stats follow):
Azaka Stormfang: weretiger (
Monster Manual)
Eku: couatl (
Monster Manual)
Faroul: human scout (
Monster Manual), to whom I added +1 Str, +1 Int, Deception prof.+ expertise, and Silver-Tongued trait (derived from a UA article)
Gondolo: halfling scout (
Monster Manual), to whom I added lightfoot halfling race & swapped out longbow for shortbow
Hew Hackinstone: berserker (
Monster Manual), adjusted as described in ToA
Kwilgok: tortle (
Tortle Package) with Animal Handling prof.
Musharib: albino dwarf spirit warrior (
Tomb of Annihilation)
River Mist & Flask of Wine: tabaxi hunters (
Tomb of Annihilation)
Salida: yuan-ti pureblood (
Monster Manual), to whom I added Jungle explorer trait
Eeyal: tortle (
Tortle Package) with smith's tools & tinker's tools prof.
Qawasha: druid (
Monster Manual)
Kupalué: vegepygmy (
Tomb of Annihilation)
Shago: gladiator (
Monster Manual)
Port Nyanzaru Guides
Jobal’s official guides include Azaka Stormfang, Eku (who only works with good-aligned PCs; if they're mostly neutral or evil, she’ll have just left Jobal’s place prior to PCs arrival after “consulting signs & seeing unfavorable results”), Hew Hackinstone, Kwilgok (
Tortle Package), Musharib, and Salida (though if running
Return of the Lizard King, consider saving Salida for that module as she is used well by the author). Unofficial guides the PCs may encounter on their own include Faroul & Gondolo (advertising discreetly in Area 19: Red Bazaar) and River Mist & Flask of Wine (who send a message to PCs looking for guides to meet in Tyriki Anchorage).
Azaka Stormfang, the “huntress”
Weretiger. Medium humanoid (shapechanger) NG; AC 12; HP 120 (16d8+48); Spd 30 (40 in tiger form; Senses 15 (darkvision 60 ft); Lang common (can’t speak in tiger form); Immune bludgeoning (non-falling), piercing, and slashing damage from nonmagical weapons that aren’t silvered; Saves Str +3, Dex +2, Con +3, Int +0, Wis +1, Cha +0; Skills perception +5 (advantage), stealth +4; HUMAN FORM #Att 2 scimitar +5 (5 ft), 6 (1d6+3) slashing; longbow +4 (150/600 ft), 6 (1d8+2) piercing; TIGER FORM #Att 2 claw +5 (5 ft), 7 (1d8+3) slashing; bite +5 (5 ft), 8 (1d10+3) piercing and humanoid must succeed DC 13 Con save or be cursed with weretiger lycanthropy, Special shapechange (action), keen hearing and smell, pounce (DC 14 Strength or knocked prone); CR 4 (1,100 XP); ToA & MM 210.
Azaka charges 30 gp upfront and 5 gp/day (or free if helping recover her mask)
Weretiger disguised as tall lithe Chultan huntress. Fear of heights. Seeks a “family heirloom” wood mask stolen by pterafolk of Firefinger. Can lead PCs to Orolunga to consult with the naga Saja N’baza.
Eku, the “priestess”
Couatl. Medium celestial LG; AC 19 (natural armor); HP 97 (13d8+39); Spd 30, fly 30 ft; Senses 15 (truesight 120 ft); Lang all, telepathy 120 ft; Resist radiant; Immune psychic, bludgeoning, piercing, and slashing from nonmagical weapons; Saves Str +3, Dex +5, Con +5, Int +4, Wis +7, Cha +6; HUMAN FORM #Att 1 staff +5 (5 ft), 6 (1d6+3) bludgeoning; COUATL FORM #Att 1 bite +8 (5 ft), 8 (1d6+5) piercing damage and target must succeed DC 13 Con save or be poisoned 24 hours, and unconscious while poisoned or until shaken awake; constrict +6 (10 ft), 10 (2d6+3) bludgeoning and grappled (DC 15), restrained while grappled; Special magic weapons, shielded mind; Innate Spells (save DC 14)
at-will:
detect evil and good, detect magic, detect thoughts;
3/day each:
bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield;
1/day each:
dream, greater restoration, scrying;
CR 4 (1,100 XP); ToA & MM 43.
Eku charges 30 gp upfront and 5 gp/day (good-aligned PCs only)
Couatl disguised as a middle-aged Chultan priestess. Seeks to reclaim ruins from undead. Can lead PCs to Kir Sabal (friendly with aarakocra), Mbala (she hates Nanny Pu’pu the green hag), Orolunga (where an oracular naga resides), or Nangalore (where she gathers flowers). While she knows Omu’s location, she keeps it secret; but she can warn them about its gargoyle guardians.
Faroul and Gondolo, incompetent fortune hunters
Faroul. Medium humanoid (human) NG; AC 13 (leather armor); HP 16 (3d8+3); Spd 30; Senses 15; Lang common; Saves Str +1, Dex +2, Con +1, Int +1, Wis +1, Cha +1; Skills deception +5, nature +4, perception +5 (advantage), stealth +6, survival +5; #Att 2 shortsword +4 (5 ft), 5 (1d6+2) slashing; longbow +4 (150/600 ft), 6 (1d8+2) piercing; Special keen hearing and sight, silver tongue (can replace one attack with a deception check against a visible creature within 30 ft opposed by its insight, if successful Faroul’s movement doesn’t provoke opportunity attacks from that creature and his attacks against it have advantage until end of his next turn; if failed can’t use silver tongue on that creature for 1 hour); CR 1/2 (100 XP); ToA & MM 349.
Gondolo. Small humanoid (lightfoot halfling) CG; AC 13; HP 13 (3d8+3); Spd 25; Senses 15; Lang common, halfling; Saves Str +0, Dex +3, Con +1, Int +0, Wis +1, Cha +1; Skills nature +4, perception +5 (advantage), stealth +7, survival +5; #Att 2 shortsword +5 (5 ft), 6 (1d6+3) slashing; shortbow +5 (80/320 ft), 6 (1d6+3) piercing; Special brave (advantage on saves vs. frightened), halfling nimbleness (can move through space of larger creatures), keen hearing and sight, lucky (re-roll a ‘1’ on attack roll, ability check, or saving throw), naturally stealthy (can attempt to hide even when obscured only by a creature of at least medium size); CR 1/2 (100 XP); ToA & MM 349.
Triceratops. Huge beast unaligned; AC 13 (natural armor); HP 95 (10d12+30); Spd 50; Senses 10; Lang –; Saves Str +6, Dex -1, Con +3, Int -4, Wis +0, Cha -3; #Att 1 gore +9 (5 ft), 24 (4d8+6) piercing; stomp +9 (5 ft) vs. a prone creature, 22 (3d10+6) bludgeoning; Special trampling charge (if moving at least 20 ft straight and hitting creature with gore attack, target must make DC 13 Str save or be knocked prone, and triceratops can make stomp attack against it as a bonus action); CR 5 (1,800 XP); MM 80.
Faroul and Gondolo charge 30 gp upfront and 5 gp/day (or reduced for equal share of any treasure found)
Carousing dandies down on their luck. Faroul is a tale-spinning aristocrat cut off from family fortunes in Calimshan, and Gondolo fancies himself a “poet, pugilist, and philosopher” who makes up important-sounding facts when he runs out of actual information. Accompanied by a flatulent triceratops “Zongo” which they purchased for dinosaur races. Have a treasure map to Needle’s Bones.
Hew Hackinstone, the berserker
Hew Hackinstone. Medium humanoid (mountain dwarf) CN; AC 13 (studded leather); HP 76 (9d8+36); Spd 30; Senses 10 (darkvision 60 ft); Lang common, dwarven; Resist poison; Saves Str +4, Dex +1, Con +4, Int -1, Wis +0, Cha -1; Skills survival +4; #Att 1 battleaxe +6 (5 ft), 8 (1d8+4) slashing; Special dwarven resilience (advantage on saves vs. poison), reckless (can gain advantage on all melee attack rolls that turn, but attack rolls against him have advantage until start of his next turn), stonecunning (when determining origin of stonework he makes history checks at +3); CR 2 (450 XP); ToA & MM 334.
Hew charges 150 gp upfront and 5 gp/day
One-armed shield dwarf, only survivor of expedition to retake Wyrmheart Mine that ran into Tinder the red dragon. He wants to return and slay the dragon – he only leads PCs there, no matter what he claims.
Kwilgok, the ex-dinosaur racer
Kwilgok. Medium humanoid (tortle) LG; AC 17 (natural); HP 22 (4d8+4); Spd 30; Senses 11; Lang aquan, common; Saves Str +2, Dex +0, Con +1, Int +0, Wis +1, Cha +1; Skills animal handling +3, athletics +4, survival +3; #Att 1 claw +4 (5 ft), 4 (1d4+2) slashing; quarterstaff +4 (5 ft), 5 (1d6+2) bludgeoning, or 6 (1d8+2) wielded in two hands; light crossbow +2 (80/320 ft), 4 (1d8) piercing; Special hold breath (1 hour), shell defense (as an action, tortle withdraws into shell, gaining +4 AC and advantage on Str and Con saves, while in its shell its speed is 0, has disadvantage on Dex saves, can’t take reactions, and only action it can take is bonus action to emerge); CR 1/4 (50 XP); TTP 4 & 23.
Ankylosaurus. Huge beast unaligned; AC 15 (natural); HP 68 (8d12+16); Spd 30; Senses 11; Lang –; Saves Str +3, Dex +0, Con +2, Int -4, Wis +1, Cha -3; #Att 1 tail +7 (10 ft), 18 (4d6+4) bludgeoning and must succeed a DC 14 Str save or be knocked prone; CR 3 (700 XP); MM 79.
Kwilgok charges 180 gp upfront and 6 gp/day
Kwilgok works for Jobal, a former dinosaur racer turned guide. He rides his ankylosaurus “Deadly Treasure” which is equipped with a howdah, and a dangling pole with succulent leaves. He can lead PCs anywhere along the River Soshenstar, is very familiar with the Aldani Basin, and Orolunga. While he knows where Dangwaru, the Typhoon Palace is, he was nearly killed by shadows there and fears it.
Musharib, the spirit warrior
Musharib. Medium humanoid (dwarf) LG; AC 13 (hide armor); HP 38; Spd 30; Senses 14 (darkvision 60 ft); Lang common, dwarvish; Resist poison; Saves Str +1, Dex +1, Con +3, Int +1, Wis +2, Cha +0; #Att 1 maul +3 (5 ft or 20/60 ft), 8 (2d6+1) bludgeoning; Special dwarven resilience (advantage saves vs. poison); Innate Spells
1/day each:
hunter’s mark, jump, pass without trace, speak with animals, speak with plants;
CR 1 (200 XP); ToA # & 210.
Musharib charges 5 gp/day (or free if helping reclaim his home Hrakhamar)
Albino dwarf spirit warrior wearing dinosaur bone armor & wielding maul. Wishes to reclaim Hrakhamar or sneak in and steal Moradin’s Gauntlet, a dwarven relic. He knows the location of Vertesplendarrorn, the Emerald Crater, but won’t divulge it unless he deeply trusts PCs.
River Mist & Flask of Wine, the illegal guides
Tabaxi Hunters (2). Medium humanoid (tabaxi) CG; AC 14 (leather armor); HP 40 (9d8); Spd 30, climb 20; Senses 14 (darkvision 60 ft); Lang common, sphinx; Saves Str +0, Dex +3, Con +0, Int +1, Wis +2, Cha +2; Skills athletics +2, perception +4, stealth +5, survival +6; #Att 2 claws +2 (5 ft), 2 (1d4) slashing; shortsword +5 (5 ft), 6 (1d6+3) piercing; shortbow +5 (80/320 ft), 6 (1d6+3) piercing; Special feline agility (when the tabaxi moves it can double its speed until the end of the turn, can’t use this ability again until it moves 0 ft on one of its turns); CR 1 (200 XP); ToA 35 & 232.
They charge 4 gp/day (or free for equal shares of any treasure found)
Tabaxi siblings who pay no fee to Jobal because they’re in league with the Zhentarim (who tasked tabaxi with finding/spying on Artus Cimber). Keep business quiet, only meet clients in Malar’s Throat or seedy house in Tiryki Anchorage. Can lead PCs to Firefinger and Dungrunglung, and have heard stories about an old woman in Mbala who can animate the dead so that zombies retain abilities and memories of life.
Salida, the “seasoned explorer”
Salida. Medium humanoid (yuan-ti pureblood) NE; AC 12 (leather armor); HP 40 (9d8); Spd 30; Senses 13 (darkvision 60 ft); Lang abyssal, common, draconic; Immune poison, poisoned; Saves Str +0, Dex +1, Con +0, Int +1, Wis +1, Cha +2; Skills deception +6, perception +3, stealth +3, survival +5; #Att 2 scimitar +3 (5 ft), 4 (1d6+1) slashing; shortbow +3 (80/320 ft), 4 (1d6+1) piercing and 7 (2d6) poison; Special magic resistance (advantage saves vs. magic), jungle explorer (can’t get lost in jungle), sending stone; Innate Spells (save DC 12)
at-will:
animal friendship (snakes only);
3/day each:
poison spray, suggestion;
CR 1 (200 XP); ToA 35 & MM 310.
Salida charges 5 gp/day
I gave her Jungle Explorer trait
A yuan-ti spy working for Ras Nsi, Salida poses as a female Chultan female explorer skilled in battling jungle monsters, traversing rivers, and organizing expedition logistics. I gave her “jungle explorer” to incentivize parties lacking a ranger with forest/jungle favored terrain to hire her.
Fort Beluarian Guides
Eeyal, the tortle tinker
Eeyal. Medium humanoid (tortle) LG; AC 17 (natural); HP 22 (4d8+4); Spd 30; Senses 11; Lang aquan, common; Saves Str +2, Dex +0, Con +1, Int +0, Wis +1, Cha +1; Skills athletics +4, survival +3; Tools smith’s tools +3, tinker’s tools +3, #Att 1 claw +4 (5 ft), 4 (1d4+2) slashing; quarterstaff +4 (5 ft), 5 (1d6+2) bludgeoning, or 6 (1d8+2) wielded in two hands; light crossbow +2 (80/320 ft), 4 (1d8) piercing; Special hold breath (1 hour), shell defense (as an action, tortle withdraws into shell, gaining +4 AC and advantage on Str and Con saves, while in its shell its speed is 0, has disadvantage on Dex saves, can’t take reactions, and only action it can take is bonus action to emerge); CR 1/4 (50 XP); TTP 4 & 23.
Eeyal charges 5 gp/day OR 40 gp upfront for ten days
Knows jungles from Snout of Omgar to Fort Beluarian. Can lead PCs to Snout of Omgar, Lake Luo, Nangalore, the gorge of Ataaz Muhaha, the ruins of Mezro, and the Wreck of the Narwhal (she befriended the weretiger that lives there). Her gear includes smith’s tools, tinker’s tools, climber’s kit, healer’s kit, and a dungeoneer’s pack. Frightened of underground places, and won’t willingly go there unless there’s no other alternative.
Qawasha, the druid
Qawasha. Medium humanoid (human) NG; AC 11 (16 with barkskin); HP 27 (5d8+5); Spd 30; Senses 14; Lang common, druidic, sylvan; Saves Str +0, Dex +1, Con +1, Int +1, Wis +2, Cha +0; #Att 1 quarterstaff +2 (+4 with shillelagh) (5 ft), 3 (1d6) bludgeoning or 4 (1d8) with
shillelagh; Spells (save DC 12, attack +4)
cantrips
druidcraft, produce flam, shillelagh;
1st (4)
entangle, longstrider, speak with animals, thunderwave;
2nd (3)
animal messenger, barkskin;
CR 2 (450 XP); ToA 35 & MM 346.
Vegepygmy. Small plant neutral; AC 13 (natural); HP 9 (2d6+2); Spd 30; Senses 12 (darkvision 60 ft); Lang vegepygmy; Resist lightning, piercing; Saves Str -2, Dex +2, Con +1, Int -2, Wis +0, Cha -2; #Att 1 claw +4 (5 ft), 5 (1d6+2) slashing; sling +4 (30/120 ft), 4 (1d4+2) bludgeoning; Special plant camouflage (advantage Stealth in jungle), regeneration (regain 3 hp at start of turn, negated only by cold, fire, or necrotic damage; CR 6 (2,300 XP); ToA 35 & 234.
Qawasha charges 5 gp/day (negotiable if agreeing to destroy any undead they encounter)
A chwinga magnet, Qawasha is accompanied by his vegepygmy ally Kupalué whom he calls “Weed.”
Shago, the mercenary
Shago. Medium humanoid (human) CG; AC 16 (studded leather, shield); HP 112 (15d8+45); Spd 30; Senses 11; Lang common; Saves Str +4, Dex +2, Con +3, Int +0, Wis +1, Cha +2; #Att 3 melee or 2 ranged, spear +7 (5 ft or 20/60 ft), 11 (2d6+4) piercing, or 13 (2d8+4) if used in two hands; shield bash +7 (5 ft), 9 (2d4+4) bludgeoning, and a Medium or smaller creature must succeed DC 15 Str save or be knocked prone; Special brave (advantage on saves vs. frightened), parry (as a reaction, Shago adds 3 to his AC against a melee attack that would hit from an attacker he can see); CR 5 (1,800 XP); ToA 35 & MM 346.
Shago charges 150 gp upfront and 5 gp/day
Son of the merchant prince Zhanthi, Shago is newly recruited to the Flaming Fist at Fort Beluarian. He hopes to make a name for himself, and is eager to take action against the undead threat despite being terrified of being turned into one of the undead.