HANDOUT 13: LORD BRIXTON'S LETTER Gi "' HANDOUT 14: I'JIN'S PUZZLE FLOOR Al'PENDIX E I PLAYER HANDOUTS
HANDOUT 15: PAPAZOTLS RIDDLE @ ~ ...., ~ Ill a. '"" "' 0 ..., ::r "' ri ., ~ ' f; ~ 3 iii "' 0 :J COMES WITH SUNSHINE - LEAVESWITHNIGHT , HIDES IN DARKNESS DOES NOT BITE • • -'ALWAYS JOINED TO ITS CASTER NEVER STRAYS FROM ITS MASTER • OQ "' ~ HANDOUT 16: PAPAZOTLS PUZZLE KEY r+ "' a. 0 APPENDIX E PLAYER HANDOUTS
HANDOUT 17: AcERERAK's FIRST WARNING HANDOUT 18: ACERERAK'S SECOND WARNING OD Ill
HANDOUT 19: AcERERAK's THIRD WARNING HANDOUT 20: A c ERERAK's FouRTH WARNING APPENDIX E J PL.AYER HANDOUTS 253
254 HANDOUT 21: DEVLIN'S JOURNAL EXCERPT To tfwse w6o fin/ tbir-- Know tfut J_, nevCin Basbir, mn tfJe ~.st survivittJ member ef tbe CMnfa'!Y ef t6t YeU,ow Banner. Tbe warCor/ RM Nsi strippe/ us ef our wearons an/ t6nw US in here on mftrs ef bis 1tta.<tet; ~. I can <»& imaJine our~ an to 6e fol to bis p/jfJctery. A~s ... it srcms be bPs won. our compa'!i' was sepama/ efar tbe inci/ent wit6 the jouNirme/ Ja1J£>1U. Tbe tom$ rrtfians ton Sewarl to pieces_, an! wit6 Gim_, we Co.st t6e Sta?faCCen. our j!'l.sf was af ailun: even. jf we'l Joun! t6e ~ ... tbe eff princess was JOnt· 1.!Y frien!s wout'Jn't 6ave fastel Cona witbout tbeir wearons ~speciafb with a loppe~t't"Jer in our mi/st_, as Sepb suspecte~. of course,, I kpt '1!Y .st~ l'm sun Brixton wouCl've seen some humor in that. GentU reJer, Ut a f>'iHJ man 1fer .JOU one piece ef a/vice. Acerer'al is a trickster who /esins Mt6iHJ 6ut your sou! His ril4ts 1' 6e~ycu .. 6ut in t6e em(, 6isfinaC secret aCw"1 teals to .Y"'" loom. :rmora s<fW' us aCC. HANDOUT 22: WITHERS'sjOURNAL EXCERPT 1'\ie-i.c>rlet te-t .. r•s ..,rt{. "' ~o.l'V~<>~s 1· fr. "' ~rl-vff e-te-afi<>• vf ihe i"Js, J..,J o.nJ (e-tn.,i: 1'\ie-All-7u1n1 is ~l1n t., its e->Q}f"e-nee., o.nJ-the-"fi.t.,-fhe-t "T · l.tlu.si.,ns [.,.,ks yo:rlif 7wutit""!' 1'\ie- "'o.lte-t h.,ye-st., to.ise--the- c-te-«'tu.te-t., i"we-t ~( il1.ttfin1 it .,n S.,i.tls.1'\ie- "'«rle-t ho.s ~r.,,_ht-the- 7e-wn rle-~ he-tet., nu.tse-ii; o.nJ t., he-ly ~u.ilJ-the- Je-viee. ne.JJ t., f~ rt: As f.,t "'e-, 1 °'"' .,nl( SfAJJe-nJ iho.t "'( stiulie.s sho.lt .,ne, Jo.( c,.,"'e, t., o.n e-nJ. l .,we--the- "'o.lte-t "'i.teh T"t -the-t"'e-he- ho.s rve-n "'e-!l C<in .,nl( W.,tk ho.tJe-t in -the- llfi{e-fi"'e-iho.tte-"'o.inS f.,t -this w.,r[J. APPENDIX E J PLAYER HANDOUTS
HANDOUT 23: HIEROGLYPHIC FLOOR HANDOUT 24: CONTROL PANEL APPENDIX EI PLAYER HANDOUTS 255
APPENDIX F: TRICKSTER GODS OF 0MU --------------- ---- --- ------ -~ :l'JIN (pronounced EYE-jin) 1 l'jin, the Almiraj, is fickle and unpredictable. FLAW While inhabited by l'jin, you gain th"e following flaw, which overrides any 1 opposing flaw: "I never stick to a plan." I : POWER 1~ ~~~~~~~~~~~~ 1 While l'jin inhabits you, your Dexterity score becomes 23 unless it is already higher. !NANGNANG : (pronounced NANC-nang) ~ I I : Nangnang, the Grung, is selfish and cruel. ... -·- FLAW While inhabited by Nangnang, you gain the following flaw, which overrides any opposing flaw: "I won't share with others." POWER While inhabited by Nangnang, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your 1 walking speed. 1 SHAGAMBI (pronounced shah-COM-bee) ~ Shagambi, the Kamadan, is wise and virtuous. FLAW : While inhabited by Shagambi, you gain : the fol lowing flaw, which overrides any : opposing flaw: " I never show mercy to : evildoers." I I : POWER 1~~ ~~ ~~~~~ : While inhabited by Shagambi, you can : make one extra attack when taking the : Attack action on your turn. I APPENDIX F I TRICKSTER GODS OF OMU r- ----- ----- --- ------ --- ---~ KU BAZAN ! (pronounced KOO-bah-zahn) • l Kubazan, the Froghemoth, fJ, : is wild and spirited. 1 FLAW While inhabited by Kubazan, you gain the following flaw, which overrides any opposing flaw: "I am fearless and not afraid to take great risks." POWER While Kubazan inhabits you, your Strength score becomes 23 unless it is already higher. 0BO'LAKA (pronounced oh-boh-LAH·kah) ,..__., Obo'laka, the Zorbo, is nervous and obsessive. FLAW While inhabited by Obo'laka, you gain the following flaw, which overrides any opposing flaw: " I am risk-averse and a slave to routine." POWER 1~~~~~~~~~~~~~~ While Obo'laka inhabits you, you can attune to one additional magic item. When Obo'laka leaves you, all magic items to which you are attuned are no longer attuned to you. !UNKH I : (pronounced UNK) . : I I I I : Unkh, the Flail Snail, is self- : : absorbed and indecisive. : I I : FLAW 1~~~~~~ ~~~~~~~ : While inhabited by Unkh, you gain ' the following flaw, which overrides any opposing flaw: "I am incapable of making decisions." POWER While Unkh inhabits you, your Constitution score becomes 23 unless it is already higher. r-----------------------------• !MoA : (pronounced MOH-ah) I Moa, the jaculi, is f ruthful and kind. FLAW While inhabited by Moa, you gain the following flaw, which o:verrides any opposing flaw: "I must always speak the truth." POWER While inhabited by Moa, you can use an action to turn invisible. Anything you are wearing or carrying is invisible as long as it is on your person. The effect ends if you attack, cast a spell, force a saving throw, or deal damage. I PAPAZOTL : (pronounced pah-pah-ZAH-tul) ~ ! Papazotl, the Eblis, is shrewd : I and conniving. : I FLAW : While inhabited by Papazotl, you gain ' the following flaw, which overrides any opposing flaw: " I bow before no one and expect others to do as I command." POWER While inhabited by Papazotl, you can't be surprised, you gain advantage on all Wisdom checks, and you never take damage from falling. WON GO (pronounced WONG-go) • Wongo, the Su-Monster, is ., violent and deranged. • I FLAW While inhabited by Wongo, you gain the following flaw, which overrides any opposing flaw: "I act without concern for the well-being of others." Pow ER While inhabited by Wongo, you can use your action to unleash a psionic assault on a creature you can see within 60 feet of you. The target must succeed : on a DC 16 Wisdom saving throw or be : stunned until the end of its· next turn. I I
Version 2.0 ©2021 Wizards of the Coast LLC. Permission granted to print and photocopy this document for personal use only. This document corrects and clarifies some text in Tomb of Annihilation. The changes appear in recent printings of the book. When updates are added to this document, its version number increases, and the word “New” appears before the latest changes. Chapter 2 [New] Mad Monkey Fever (pg. 40). The heading is now “Blue Mist Fever,” and throughout this section, “mad monkey fever” has been changed to “blue mist fever.” The second paragraph has been replaced with the following text: A giant or humanoid that comes into contact with the mist must succeed on a DC 13 Constitution saving throw or become infected with blue mist fever. An infected creature begins seeing vivid hallucinations of blue monkeys 1d6 hours after failing the save, and the hallucinations last until the disease ends on the creature. A creature can repeat the saving throw every 24 hours, ending the effect on itself on a success. [New] 6. Command Tent (pg. 48). In the second paragraph’s third sentence, “mad monkey fever” has changed to “blue mist fever.” The Great Ritual (p. 51). In the “Krr’ook’s Plans” subsection, the last two sentences have been removed. [New] Vorn (pg. 84). In the first paragraph after the boxed text, in the second sentence, “mad monkey fever” has changed to “blue mist fever.” Chapter 3 [New] Ruin Interior (pg. 95). In the third row, the first column is now “51–60” and the second column is “Blue mist (and roll again).” In the fourth row, the first column is now “61–65” and the second column is “Collapsing floor (and roll again).” [New] Mad Monkey Mist (pg. 95). The heading is now “Blue Mist.” In the second sentence, “mad monkey fever” has changed to “blue mist fever.” Chapter 4 [New] Prisoners of the Yuan-ti (p. 118). In the second bullet, “succumbed to … form of madness” has been replaced with “is suffering the effects of blue mist fever (see “Diseases,” page 40) and throws stones at illusory blue monkeys only he can see.” Chapter 5 [New] Wailing Winds (pg. 151). In the second paragraph, “succeed on a DC 20 Wisdom saving throw or gain … immune to this madness” has changed to “make a DC 20 Wisdom saving throw, taking 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one.” Earth Cell (p. 160). In the first paragraph of the “Trap” subsection, “DC 15 Dexterity check” has been replaced with “DC 15 Dexterity saving throw.” At the end of this sentence, “check” has been replaced with “save.” Appendix B [New] Wilderness Encounters Table (pg. 195). The “Mad monkey mist” entry is now “Magic mist.” [New] Mad Monkey Mist (pg. 210). The heading is now “Magic Mist.” In the last sentence, “mad monkey fever” has changed to “blue mist fever.” Appendix C [New] Yahcha (pg. 205). In the third sentence, “mad monkey fever” is now “blue mist fever.” Appendix E [New] Handout 9: Salida (pg. 247). In the second paragraph’s third sentence, “mad monkey fever” is now “blue mist fever.” Tomb of Annihilation Errata