TEXT: Revenor’s Ring
  A 5th Edition Solo Adventure 
  
  Revenor’s Ring
  Adaptation and Additional Writting by: B. Wraven Wright
  Character Mechanics, Editing, and Additional Ideas : Ilya Rakhlin
  Based On Works By: Vince Garcia
  Illustration:  Wizards Of The Coast, Open Domain
  Layout: Niklaus Evron
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  and all other Wizards of the Coast product names, and their respective logos are trademarks of 
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  This work contains material that is copyright Wizards of the Coast and/or other authors. Such 
  material is used with permission under the Community Content Agreement for Dungeon Masters 
  Guild. All other original material in this work is copyright 2017 by B. Wraven Wright and published 
  under the Community Content Agreement for Dungeon Masters Guild. Any similarity to actual people, 
  organizations, places, or events included herein is purely coincidental.
  
  Revenor's Ring                   The Adventure Begins        
       Nearly two years ago, you left your home in the 
  Cormanthor Forest and joined a party of adven-
  turers to seek your fortune. For a time, there was 
  much adventure to be had within Myth Drannor 
  and the Dales, but the discovery of a treasure map 
  eventually led your group to the jungles of far away 
  Chult, where adventuring was much different from 
  back home.
       The harsh, merciless environment was like 
  nothing you had ever experienced, and soon you 
  longed for home. When the opportunity presented 
  itself, you explained your feelings to your friends 
  and bid them farewell. Refusing to take a magical 
  sword offered you because the party had greater 
  need of it, you asked for nothing more than money 
  enough to get home, a couple of spell scrolls, and a 
  bandit chieftain’s moonstone ring fashioned in the 
  shape of a cobra.
       After many days of travel across the humid 
  jungle, you eventually make your way to Port 
  Nyanzaru. With a three day wait until the next 
  vessel sails for the city of Athkatla, you paid for 
  lodgings in one of the city’s better inns.
       Wearied from the long, restless journey, you 
  stored most of your gear in a closet and collapsed 
  into bed, falling deeply asleep. With a start, you 
  awake, certain that someone has called your name. 
  Grasping the hilt of the silver dagger you always 
  keep beneath your pillow, you turn to see who has 
  entered your room. The entire chamber is bathed 
  in the silvery light of the full moon 
  gleaming through an open window, yet no one is 
  visible. 
       Then your name is called again, and you real-
  ize it comes from your ring, which emits a ghostly 
  white glimmering in the moon’s radiance.
  “Who are you?” you ask in surprise. “I am 
  Dazem;’ comes the soft answer, “a djinni whose 
  soul was long ago divided and bound into two rings 
  by Mondak Zahn, master of dark sorceries. For 
  years, he forced me to obey his commands, until 
  his enemies at last ended his reign of evil by 
  sealing him alive within a chamber of his ivory 
  palace deep in the jungle. 
       Klauth’s Curio is a D&D 5th Edition 
  Adventure designed for Revenor’s the 3rd level 
  Eldritch Knight as described in the character 
  appendix at the end of this adventure. However, 
  you can still use your own character if he or she 
  is of similar level and similarly equipped. While 
  most creatures come directly out of the 
  Monster Manual, some changes were made for 
  story and game play purposes.
       Checks and combat run the same as in a 
  normal D&D game. Initiative is checked at the 
  start of each combat encounter unless 
  otherwise stated. Most creatures attack on 
  sight, fight to the death, and are normally not 
  dissuaded to fight unless otherwise noted in the 
  text. Finally, long rests are not allowed and your 
  hero can only take a short rest when he/she are 
  out of combat. Note: you will need the PHB to 
  cast some of the spells Revenor has 
  memorized or may have the opportunity to cast 
  throught the adventure.
           
       There may be certain situations where the 
  option to escape combat is given in the text. 
  Your character may attempt to escape only 
  when the option is given. Per D&D rules, thier 
  opponent may take an attack of opportunity if 
  they have not taken the Disengage action prior 
  to escaping.
       Magical armor and weapons work as they 
  normally would. Revenor may find 
  certain items in this adventure that may cast a 
  spell beyond his ability or allow him to take an 
  action that he normally wouldn’t be able to.    
  Tomb Of Annihilation
   This adventure takes place during the events of 
  the Tomb of Annihilation Adventure. The ad-
  venturer is yet another curious soul looking to 
  see what riches can be had, throwing caution to 
  the wind despite whisperings of a death curse, 
  disease, and turtle people. Note: for purposes 
  of solo gameplay, any mechanics found in the 
  Tomb of Annihilation published adventure re-
  lated to the death curse are not applicable here.
  
       In the battle, his right hand - and the ring you 
  now wear - was sundered from him, and I fell to 
  a succession of owners until you took me from 
  the bandits.
       “Because I sense you are one of good heart, 
  I have revealed my existence to you, to beg your 
  help in setting me free. If you are willing, I can 
  take you to Mondak Zhan’s palace. There you 
  could free me by finding the chamber in which 
  Mondak Zahn died, joining the two rings, and 
  reuniting me with my other half.
       “I will not lie to you, and I warn you that the 
  palace may yet be guarded by the remnants of 
  his evil sorceries. But while there may be great 
  danger, there may also be great reward for you 
  if you succeed in your quest. I have thus 
  revealed my secret, which I have kept from all 
  the others who have owned me those who did 
  evil or were selfish or too faint of heart to aid 
  me.”
       “And I would tell you last of all that, because 
  I am separated from the other half of my soul, 
  my powers are weak and may be used only dur-
  ing the times of full moon. Even so, I am em-
  powered to aid you one time if you call upon me
  but do so wisely, for the cost to both of us could 
  be great. Will you now aid this unwilling slave 
  to be set free?” Go to 1.
  1
  “I don’t care about any reward;’ you reply. ”I 
  wouldn’t want to be a slave, bound in a ring. I’m 
  willing to help you, but are you certain I can do 
  the job? And how will I find the room that holds 
  the other half of the ring?”
  “Your courage alone is a great weapon;’ the ring 
  replies.”Use it together with wisdom, and no 
  enemy will prevail over you. As to the chamber 
  holding my other self, I am blinded to its 
  location. I know only that it lies within the 
  palace where I shall take you. Now hurry! My 
  power weakens with the dawn, and we have far 
  to go before then. Step onto the carpet lying 
  before your bed.”
  Looking down at the foot of the bed, you see a car-
  pet some 6’ long and 4’ wide. 
  If you obey the djinni and immediately step onto 
  the carpet, go to 10. If you get dressed first and 
  retrieve your equipment, go to 13.
  2
  As you near the city, it becomes clear that once 
  many people must have lived here, for there are 
  remains of quite a few structures, although most of 
  the smaller buildings have fallen to rubble from the 
  long period of neglect. While passage is somewhat 
  difficult as most streets are filled with rubble, the 
  wide stone avenue you are now approaching 
  extends almost unobstructed to the intact pyramid.
  If you want to explore the areas of rubble, go to 28. 
  If you would rather explore the area around the 
  pyramid, go to 16. If you turn around and walk east 
  in the direction the carpet was last heading, go to 
  6.
  3
  You’re not going to risk life and limb on anything 
  that’s not directly related to the quest and you 
  know things are not always what they seem in 
  Chult! The carpet, meanwhile, continues on 
  toward the rising sun, and eventually heads 
  downward, landing upon a clearing in the jungle.
  “We are here:’ comes Dazem’s voice.”The palace 
  lies to the west of this clearing. With the dawn, I 
  weaken and can give you little aid. If you find the 
  chamber containing my other self, place the rings 
  together and command my release, and I shall be 
  freed. But be wise - the enchantments yet 
  protecting the palace may prove deadly. Proceed 
  cautiously, and may fortune smile upon our quest.” 
  Go to 40.
  4
  Curiosity has always been one of your traits, and 
  this is too good an opportunity to miss. If you climb 
  the rope hanging down from the opening, go to 34. 
  If you prefer to use your own rope and grapple, go 
  to 12.
  
  5
  The gallery leads you 30’ into the pyramid 
  before you discover it has been sealed off with 
  gigantic blocks of lime  stone weighing many 
  tons. But to the side, a small passage has been 
  chiseled away. Squeezing through and upward, 
  you discover another gallery, the floor of which 
  must be the tops of the limestone blocks pre-
  venting passage from below. You continue on 
  for about 100’ until you reach a dead end where 
  another tight passage leads down, presumably 
  beyond the obstruction. You have a very uncom-
  fortable feeling.
  If you wish to continue exploring, go to 18. If 
  you decide that whatever evil doubtlessly awaits 
  can go on waiting while you leave the pyramid, 
  go to 25.
  6
  You begin what you hope will not be too long a 
  walk, for the sun is rapidly becoming unbear-
  able. Make a DC 13 Survival Check. If the roll 
  is successful, go to 40. Otherwise, go to 23.
  7
  You find yourself looking at a giant scorpion 
  behind a mound of rubble. It notices you and 
  begins to approach, pincers clacking and nee-
  dle-sharp tail quivering.
  If you draw your sword and fight, go to 11. If 
  you prefer to use your sleep spell scroll, go to 
  17. If you’d rather use your mirror image scroll 
  and then attack, go to 15. Or, if you call on Da-
  zem for aid, go to 19.
  8
  You swing your trusty blade in the mummy’s 
  face, but your blows only do half damage to the 
  supernaturally powerful creature. If you now 
  use your torch against the mummy, go to 43. If 
  you have picked up the glowing sword and try 
  it against the mummy, go to 26. Or maybe you 
  should call on Dazem for aid (go to 19).
  9
  The scorpion swarms at you with its pincers and 
  deadly tail. Dodging as best you can, you make 
  several lunges at it, each failing to penetrate the 
  creature’s thick body armor. Then, at last, you dis-
  cover a soft spot in the chitin and, making a per-
  fectly timed lunge, you thrust your sword upward 
  through its jaw and into the brain cavity.
  For a moment, the monster stares at you with 
  unseeing eyes. Then it falls to the ground with a 
  thud. You prod it with the toe of your boot to satisfy 
  yourself that it is quite dead, and then proceed to 
  search the area.
  Your scrutiny reveals no treasure of any sort. If you 
  now choose to explore near the pyramid, go to 16. 
  If you think it’s time to leave the city and head east, 
  go to 6.
  10
  Swiftly, the carpet rises and floats out the window. 
  “I hope you know that I don’t have any of my gear;’ 
  you call out while grasping tightly to the edges of 
  the rug. The djinni in the ring chuckles. “You didn’t 
  think I would ask you to face Mondak Zhan’s 
  palace in your nightclothes, I hope? Look back!’
  Glancing behind, you notice your pack and the rest 
  of your gear floating in mid-air. Keeping one hand 
  tightly secured to the carpet, you snag every  thing 
  and start to dress.
  
  “Remember:’ Dazem warns, “My powers weak-
  en with the coming of dawn, but I can aid you 
  one time. May your quest be 
  successful for us both!” Go to 31.
  11
  You realize that this is a fearsome foe, but your 
  sword arm has never failed you yet. Roll for 
  initiative and begin combat. 
  Giant Scorpion: AC 13; Speed 40; hp 23, ;  
   ACTIONS: Multiattack. The scorpion makes 
  three attacks: two with its claws and one with 
  its sting. Claw Melee Weapon Attack: +4 to 
  hit, reach 5 ft. Hit: 4 (1d4 + 2) bludgeoning 
  damage. Sting. Melee Weapon Attack: +4 to 
  hit, reach 5 ft. , one creature. Hit:4 (1d4 + 2) 
  piercing damage, and the target must make 1
  a DC 12 Constitution saving throw or be 
  poisoned until the end of the target’s next 
  turn.
  If you kill the scorpion, go to 9. If the scorpion 
  kills you, go to 108. If the fight looks hopeless 
  and you decide to call on Dazem for help, go to 
  19.
  12
  Make a DC 10 Dexterity Check to snag the 
  grapple on a secure anchorage. If you succeed, 
  go to 42. If your Dexterity fails you, try the 
  hanging rope (go to 34), give up and head east-
  ward (go to 6).
  13
  “First things first; • you answer.” It wouldn’t do 
  to go on an adventure in my nightclothes with 
  nothing more than a dagger! You’ll have to wait 
  a minute?’ After dressing and hurriedly grab-
  bing your things, you jump aboard and barely 
  have time to toss a platinum piece onto the bed 
  to cover the carpet’s cost as you lift up from the 
  floor and begin moving out the window.
  “At least you could have waited for me to put my 
  boots on;’ you exclaim, peering down upon the 
  darkened city.
  “There is no time to waste;’ the djinni answers.” 
  Before the dawn comes and my powers wane, I 
  want to make sure you arrive safely at Mondak 
  Zhan’s ivory palace. But at worst, I shall at least get 
  you near it.” Go to 20.
  14
  The hieroglyphics read, “The hand of death be 
  upon those who disturb the sleep of the entombed:’ 
  Go back to 37 and decide what to do next.
  15
  Three mirror images of yourself appear, and you 
  gain the benefits of the spell. Go to 11 and conduct 
  combat.
  16
  As you draw near the pyramid, you discover 
  something interesting. An opening exists halfway 
  up the structure, from which hangs an old rope. 
  The bones of a few raptors lie on the ground below 
  the pyramid, where they apparently were securely 
  tethered and then abandoned.
  If you try to find a way up the pyramid, go to 4. If 
  you’d rather leave the city and head east, go to 6.
  17
  With the calm you’ve learned from hard experi-
  ence, you intone a droning series of syllables even 
  as the scorpion advances toward you. Then, just as 
  it rears up to strike, the creature sinks downward 
  into the sand and lies still. Quickly, you bury your 
  sword in its head. After satisfying yourself that the 
  scorpion is quite dead, you search the area but 
  find no treasure. If you choose to explore near the 
  pyramid, go to 16. If you decide to leave the city, go 
  to 6.
  18
  Nervously, you creep down, coming out before a 
  large copper doorway with many strange hiero-
  glyphs and symbols etched into its surface. Three 
  wax seals upon the door have been broken, and a 
  rope binding the double door handles has been cut 
  and tossed aside.
  
  Prepared for danger, you pull one of the han-
  dles and the door pivots open. In the torchlight, 
  you see the remains of four tomb robbers 
  spread around a stone sarcophagus at the 
  chamber’s center.
  Next to the doorway lies a glowing sword.
  If you go in and search the bodies, go to 32. If 
  you retrieve the sword and depart, go to 27. If 
  you decide to examine the sarcophagus, go to 
  37.
  19
  Instantly, a whirlwind engulfs you, carrying you 
  out of the city and high into the sky. Over the 
  jungle you sail until you are deposited before 
  what is obviously Mondak Zhan’s ivory palace.
  “You should have avoided the city;” Dazem’s 
  feeble voice speaks.”I am greatly weakened 
  now, and I fear my strength will not return until 
  I am reunited with my other self. I can do no 
  more now than wish you luck. 
  When you find the other portion of the ring, 
  place the two together and command my re-
  lease. Then I shall be free..”
  With that, Dazem’s voice fades away, leaving 
  you alone. Go to 40.
  20
  You fly all night on the carpet, crossing the sea 
  and penetrating deep into the jungles you so 
  eagerly departed just a few days ago. Then, as 
  dawn starts to break ahead of you, the carpet 
  begins to shake and quickly loses altitude. 
  Holding on for dear life, you are 
  unceremoniously dumped in the middle of a 
  clearning in the jungle. While dusting yourself 
  off, you notice the remnants of an ancient city 
  below you. There is no sign of any ivory 
  palace, but at the center of the city lies an intact 
  pyramid amid the ruins of what may have been 
  temples.
  If you decide to explore the city go to 2. If you 
  start walking eastward, the direction the carpet 
  was flying before it crashed, go to 6.
  21
  With a grating sound, the lid begins to slide away. 
  Then, to your horror, a foul dust that reeks of the 
  dead rushes past you, followed by a roar you wish 
  you never heard. Make a DC 13 Con Save. If you 
  fail, you are poisoned until the start of your next 
  turn, and the mummy attacks first. If your Saving 
  Throw is successful, roll initiative and conduct 
  combat.
  Mummy: AC 11, HP 15, Speed 20. Damage 
  Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons Actions: Rotting Fist. 
  Melee Weapon Attack: +5 to hit, reach 5 ft ., one
  target. Hit: 6 (1d4 + 2) bludgeoning damage plus 
  1 necrotic damage.  If the target is a creature, it 
  must succeed on a DC 11 Constitution 
  saving throw or be cursed with mummy rot. The 
  cursed target can’t regain hit points unless the 
  hit points are restored by magical means. The 
  curse lasts until removed by the remove curse 
  spell or other magic, including the fountains 
  found in the ruins of Mondak Zahn’s palace.
  If you attack with your own sword, go to 8. If you 
  have the glowing sword, go to 26. If you swing your 
  torch at the mummy, go to 43. If you call on Dazem 
  for aid, go to 19.
  22
  Inside the sarcophagus you discover a golden 
  headband fashioned - like your ring - in the shape 
  of a cobra. A copper scepter capped by a golden 
  eagle lies on a moldering pillow. As you grasp the 
  scepter, knowledge comes to you that it allows you 
  to befriend the snakes here at the white palace.
  Go to 25.
  23
  Unlike the forests, there are no mossy trees here to 
  help you tell the direction you’re heading, and soon 
  you begin to stray. 
  Make a DC 13 Con Saving Throw or take 2 hit 
  points damage from heat exposure. If your hit 
  points fall to zero or lower, go to 108. If you still 
  survive, go back to 6 and make another Survival 
  Check. 
  
  24
  The carpet obeys your command to land and 
  gently sets down on the out  skirts of an ancient 
  city abandoned perhaps for centuries. Most of 
  the buildings are now rubble, yet at the center 
  of the city raises an intact pyramid.
  If you want to explore the city, go to 2. If you 
  think it is better to forget the city and fly on, go 
  to 29.
  25
  You make it back to the outside with  out 
  incident. It is now early afternoon, and you 
  pause to take a drink of water before fastening 
  your grappling hook and descending. You free 
  your grapple with a flick of your wrist, coil your 
  rope, and begin walking east, the last direction 
  the carpet was heading. Go to 6.
  26
  The sword does full damage against the 
  creature, with a  +1 bonus to hit and to damage. 
  If you kill the mummy, go to 46. If the mummy 
  kills you, go to 108. If you wish to call on 
  Dazem’s aid, go to 19.
  27
  Through the glow, you can see that the sword 
  is quite plain. A simple leather-wrapped hilt 
  and steel quill on are attached to a thin, flexible 
  blade. (Sword +1) Add the sword to your list of 
  weapons and go to 25.
  28
  As you move through the fallen masonry, 
  nothing of special interest is apparent. Roll one 
  six-sided die (ld6). On a score of 1 or 2, go to 
  35. If you roll 3 or higher, go to 7.
  29
  “I’m not here to explore dead cities:’ you say to 
  yourself as you step aboard the carpet again. 
  But now, with the sun’s arrival, the 
  carpet quivers weakly, evidently unable to fly.
  If you step off again and explore the city, go to 
  2. If your judgment tells you to start walking in 
  the direction the carpet was flying, go to 6.
  30
  Your backtracking returns you to the avenue 
  eading to the pyramid. If you explore the area 
  around the pyramid, go to 16. If you leave the city 
  and walk east, go to 6.
  31
  Hour after hour passes, and as you look down it 
  seems as though you have been flying over the 
  jungle forever, for you’re certain that you detect 
  waves and whitecaps below. Finally, however, the 
  first signs of dawn appear ahead, and in the pale 
  light you realize you have been flying over an ex-
  panse of dense jungle.
  The carpet still flies well, and as the
  Sun begins to appear on the horizon, you notice 
  the remnants of some sort of city lying below.
  If you attempt to land and investigate, go to 24. If 
  you decide to keep going, go to 3.
  32
  The robbers must have discovered this tomb fairly 
  recently, for their corpses are still bloated and 
  rotting. It takes only a few minutes for you to 
  decide that the bodies contain nothing of value. 
  The glowing sword near the door  way catches your 
  eye as you turn away, so you thrust it through your 
  belt next to your own sheathed blade. Add it to 
  your list of weapons.
  If you want to examine the sarcophagus now, go to 
  37. If you’ve had quite enough of the smell and only 
  wish to leave, turn to 25.
  33
  The “ivory palace:’ you notice, is really made of 
  bleached limestone attractively decorated with 
  mosaic tiles. On approaching the gateway in the 
  wall, you discover its thick iron portcullis has been 
  battered down and lies on the ground before you. 
  As you step through the opening, you feel a magi-
  cal tingle play over your skin.
  Beyond the fallen portcullis, a long pool faces the 
  palace, reflecting its silver dome within shimmer-
  ing blue waters. Ringing the pool are several stone 
  benches. 1b either side of you, two wings of the 
  palace fronted by open, roofed galleries extend up 
  to the towers in the wall. 
  
  Each tower has an entryway at ground level 
  through which you can see a flight of winding 
  stairs. Go to 52.
  34
  The rope seems old and tattered, but it will 
  probably hold your light weight. You make it 
  almost all the way up and are getting ready to 
  swing onto the ledge before the opening when 
  the rope finally parts.
  Make a DC 13 Athletics check. If you are suc-
  cessful, go to 42. If fail, you slip and fall, plum-
  meting toward the ground 100’ below. With cer-
  tain death a heartbeat away, you call on Dazem 
  for help. Go to 19.
  35
  As you pause for a moment, your keen hearing 
  detects a snapping and scraping sound on the 
  other side of a large pile of rubble. If you inves-
  tigate, go to 7. If you prefer to retreat cautiously, 
  go to 30.
  36
  Through an open archway in the left wing of the 
  palace, you discover a well filled with 
  sparkling water! Drinking it restores 1d4+ your 
  Con modifier! Go to 53.
  37
  Approaching the sarcophagus, you observe it 
  has an outer casing of stone, possibly protect-
  ing an inner casket beneath its heavy lid. 
  Hieroglyphics are inscribed upon the lid’s 
  surface, and lying on the floor nearby is an iron 
  bar.
  If you use your comprehend languages scroll, 
  go to 14. If you use the bar to attempt to open 
  the sarcophagus, go to 41. If you search the 
  bodies for valuables before departing, go to 32. 
  If you decide to leave the room as it is and exit, 
  go to 25.
  38
  “I am the true Dazem:’ a voice speaks from 
  the ruby as the face of a djinni appears in the 
  gem.””Earlier, I sensed your arrival and knew you 
  meant to do well. You carry Mondak Zhan’s soul in 
  the tome you carry. Cast the book into the flames 
  and he will be destroyed!”
  Not hesitating, you drop the locket, cracking the 
  ruby on the floor, and tear at your pack to pull out 
  the book. From the fire pit, the almost-complete 
  Mondak Zahn screams in terror as you hurl the 
  tome into the flames. In an instant, the fire pit 
  explodes, shattering the re  forming mage like a 
  broken mirror.
  Then, from deep below the earth, a rumbling be-
  gins and the palace starts to shake.
  The legs of the huge statue crack and it topples 
  forward, forcing you to duck away from the locket 
  holding the djinni. You make your way back 
  upstairs and stagger out of the pavilion just as its 
  silver dome collapses inward, sealing off the lower 
  portions of the palace. Out side, the flagstone 
  courtyard rolls like a choppy sea, and you barely 
  make it past the gateway before the palace and its 
  grounds begin to sink beneath the desert sands. 
  The cataclysm lasts for several minutes, and you 
  duck low behind a small dune in case some other 
  explosion ravages the area. Finally the din stops, 
  and all is quiet.
  “Well done!” a voice booms. You look up to see 
  Dazem - now a 10’ humanoid whose lower 
  portion is formed of a shimmering whirlwind - 
  floating above you.
  “I’m glad you’re all right” you answer while getting 
  to your feet.
  “And I am pleased that you have destroyed the 
  Accursed One and set me free! You have earned 
  your reward indeed.  I cannot journey farther than 
  the edge of the jungle, but the means is at hand to 
  get you to back to Port Nyanzaru. I shall journey 
  with you at least as far as I may.  Come!”
  Go to 115.
  
  39
  Make a DC 13 Intelligence Saving Throw. If the 
  roll is successful, go to 49. Otherwise, go to 59.
  40
  The heat of the sun is almost blistering, but 
  you trudge onward for almost an hour. Then 
  you climb an incline and pause to look down. 
  Resting in a valley below is a white palace. A 
  wall surrounds its perimeter, with a pair of tall, 
  slim towers at the two corners nearest you. A 
  gateway at the center apparently allows entry 
  onto the grounds facing the domed palace itself, 
  which is set back 100’ from the wall. Go to 33.
  41
  You pick up the iron bar, wedge it under the lid, 
  and try to slide the heavy stone aside. Make a 
  DC 13 Strength Check with advantage if you 
  have a crowbar. If you succeed, go to 21. 
  Otherwise, you cannot open the sarcophagus 
  and may either search the bodies and depart 
  (go to 32) or you can depart and leave the room 
  as it is (go to 25).
  42
  You have made it safely onto a ledge halfway 
  up the pyramid. Several feet away, an aperture 
  is roughly chiseled into its limestone shell, and 
  beyond stretches a long gallery some 20’ in 
  height and breadth. You decide to light one of 
  your torches before entering. Cross one torch 
  off your list and go to 5.
  43
  As you swing the torch, you see your opponent’s 
  wrapped appendages begin to catch fire. You 
  inflict 1d6 hit points damage with each success-
  ful hit. If you win the fight, go to 46. If you are 
  killed, go to 108. If you wish to call Dazem for 
  help, go to 19.
  44
  The pool glistens in the sweltering heat like a 
  sparkling blue jewel reflect¬ing the palace as 
  though its surface were a mirror. As you ap-
  proach the edge of the pool, you can see its tiled 
  bottom a foot below the surface of the water.
  If you taste the water (especially tempting if you’ve 
  been suffering from heat exposure), go to 39. If 
  you ignore the pool and explore somewhere else, 
  return to 52.
  45
  Roll for initiative and conduct combat. 
  Cobra (3) AC13 Speed 30ft., swim 30ft. ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 1 piercing damage, and the target 
  must make a DC 10 Constitution saving throw, 
  taking 5 (2d4) poison damage on a failed save, or 
  ha lf as much damage on a successful one.
  If you kill all three cobras, go to 48. If they kill you, 
  go to 108. If you wish to call on Dazem’s aid, go to 
  65.
   
  46
  As you fall back against the wall, exhausted and 
  relieved that the monster is destroyed, you notice 
  that the lid of the sarcophagus has been partially 
  slid aside by the mummy’s emergence.
  Of the sarcophagus has been partially slid aside by 
  the mummy’s emergence. If you decide to search 
  the sarcophagus, go to 22. If you’d rather search 
  the tomb robbers’ bodies, go to 32.
  
  47
  Moving toward the right wing of the palace, you 
  note that quite a bit of rubble litters the 
  walkway, as though various items were dumped 
  onto the tiles for inspection. It’s shady here, 
  though. As you move to peer through a door left 
  slightly ajar, three snakes slither out from a pile 
  of refuse next to you.
  If you decide to fight them, go to 45. If you have 
  your sleep spell scroll and would like to use it, 
  go to 61. If you’ve found a magical scepter and 
  would like to use it, go to 57.
  48
  You dance and dodge as you meet the cobras 
  attack for attack. Finally, the last of your foes 
  lies cut in two, quivering in its death throes.
  Continuing your exploration, you decide the 
  right wing of the palace was once a barracks for 
  Mondak Zhan’s men-at  arms. A few skeletons 
  show where the men must have fallen during 
  battle, but the barracks appear to have been 
  already (and thoroughly searched). Return to 
  52.
  49
  You lean over to touch the bottom of the pool 
  and catch yourself before tumbling in. This is 
  an illusion! There is no water - nor a bottom 
  within immediate reach.
  If you use your rope and grapple to descend 
  into the pool, to see what lies beneath the
   illusion, go to 55. If you’d rather explore else-
  where, go to 52.
  50
  The  main palace is octagonally shaped, and 
  you enter through an arch  way. Its  interior is 
  an open pavilion richly tiled in green and yellow 
  mosaics beneath a huge silver dome. Four sets 
  of bronze double doors exit the  pavilion.
  You quickly peek through the crack between 
  each set of double doors.
  Behind the northwest and southwest doors, stairs 
  lead upward to the second floor. The other two 
  doors, on the north east and southeast, lead to 
  stairs going down. Across from the pavilion’s entry  
  way, a fifth exit leads through an arch  way to the 
  back of the palace grounds. Through the arch, you 
  can see two more wings of the palace, each two 
  stories high. Will you:
  -   Go through the northeast doors?
  (Go to 73.)
  -  Go through the northwest doors?
  (Go to 54.)
  -   Go through the southeast doors?
  (Go to 67.)
  -   Go through the southwest doors?
  (Go to 69.)
  - Go through the far archway and explore the back 
  of the palace grounds? (Go to 56.)
  51
  Cautiously, you ascend the right tower to its  top. In 
  a room at  the  very height of the tower, a skeleton 
  lies next to its broken sword. There is nothing else 
  of value here, so you descend.
  The left tower is similar to the right, but totally 
  empty. The topmost room in this tower has an 
  unglazed window that looks back• into the palace 
  grounds, providing a good view of the entire com-
  plex. From your lofty perch, you can see two more 
  wings of the palace extending out to the rear of the 
  two story structure.
  Make a DC 13 Intelligence check. If the roll is
  Successful, go to 63. Otherwise, go to 52.
  52
  Will you:
  -  Examine the pool? (Go to 44.)
  - Check out the right wing of the palace? (Go to 47.)
  -   Check out the left wing of the palace?
  (Go to 36.)
  
  52 (continued)
  - Investigate the towers? (Go to 51.)
  - Ignore everything else and head for the main 
  palace? (Go to 50.)
  53
  An opening next to the well leads to stables 
  and a blacksmith’s shop. Near the forge lies an 
  ancient but complete set of chain mail. You may 
  don it, if you wish, changing your armor class. 
  Return to 52.
  54
  Through these doors, a stairway winds up and 
  around the northern side of the pavilion, 
  emerging onto a hallway. Several doorways lead 
  to bed rooms, all ransacked and abandoned. 
  At the hallway’s end lie a pair of broken bronze 
  doors leading into what you presume was 
  Mondak Zhan’s bedchamber.
  Once sumptuously furnished, it now lies in 
  tattered ruin, its silken tapestries and fine rugs 
  slashed and thrown about in disarray.
  Roll one six-sided die (ld6). If the result is 1 or 
  2, go to 75. Otherwise, go to 111.
  55
  Twenty feet below the lip of the pool, you reach 
  bottom. At the eastern end of the pit, a passage 
  leads forward toward the pavilion. ‘On either 
  side of this tunnel, stairs lead up to the court-
  yard. The illusion above is not visible, and the 
  sun shines clearly through.
  If you decide to explore the passage, go to 100. 
  If you’d rather leave and explore elsewhere, 
  return to 52.
  56
  Through the back archway, you discover the 
  remains of four men, tied and beheaded. 
  Between the right and left wings of the palace 
  lie the remnants of a garden and vineyard, long 
  withered away. Go to 58.
  57
  You grasp the scepter and mentally reach out to 
  the serpents, letting them know you mean know 
  harm. Immediately, the snakes rise up and begin 
  to sway as a sign of friendship. With the tip of your 
  sword, you gently lift each one and drop it into an 
  old clay jar, covering it with a loose tile when all 
  the snakes have been deposited.
  Continuing to explore, you find a few bodies and 
  what was once a barracks. From the wanton de-
  struction of bunks, footlockers, and shelving, you 
  decide not to waste your time looking for treasure 
  here. The room has obviously been thoroughly 
  searched. Return to 52.
  58
  Will you:
  - Explore the right (southern) wing?
  (Go to 71.)
  - Explore the left (northern) wing?
  (Go to 62.)
  - Ignore the rear area and check the main palace? 
  (Return to 50 and make a different choice.)
  59
  As you lean down to submerge your arm in the 
  water, you lose your balance and fall forward. The 
  water and the pool’s bottom are obviously an 
  illusion! Take 1d6 hit points damage and go to 55.
  60
  Behind a tapestry you notice the door to a secret 
  compartment. If you’d like to open the door, go to 
  70. Otherwise, go to 58.
  61
  As you chant the ancient syllables of the sleep 
  spell, the cobras’ hoods relax. They rest their 
  heads on scaly backs and lie still. After cutting 
  each one in half, you advance to the doorway and 
  look in. You decide this was once a bar  racks, but 
  now it contains only a few skeletons. Return to 52.
  
  62
  Walking through an archway, you emerge into a 
  long dining hall, once richly furnished. Rotting 
  tapestries of green, scarlet, and gold hang along 
  the chamber’s white marble walls, and 
  once-fine rugs lie beneath a layer of dust on the 
  floor. Running down the center of the dining 
  chamber is a sunk en area, three steps below 
  floor level.  
  A short stairway at either end leads down. Here 
  meals were enjoyed, as you discern from the 
  remnants of cushions and low tables, dishes 
  and serving pots.
  Roll one six-sided die (ld6). If Result  is 1 or 2, 
  go to 60. Otherwise, you may search elsewhere 
  (go to 58) or use your detect magic scroll on the 
  carpets to see if they are magical. (go to 74).
  63
  As you glance down into the pool, you notice 
  that the sun, which should be reflecting off its 
  surface, is not visible in the water. Return to 52.
  64
  The symbols on the door read, “Blessings upon 
  the true believer, Death to the infidel”. Go back 
  to 69.
  65
  If you have previously called Dazem for help, go 
  to 113. Otherwise, go to 114.
  66
  The liquid tastes delicious and refreshing. It 
  restores 1d4+ Con Modifier in HP. Go to 58.
  67
  Through the doors are stairs leading down. 
  Halfway down, you come upon a skeleton lying 
  across the stairs, a crossbow bolt through its 
  chest. These skeletons have nothing of value, 
  and you continue on. Go to 81.
  68
  The faint glow of magic comes from a portion 
  of the wall behind the tapestries. Go to 60.
  69
  Through the doors, a stairway winds up and 
  around the southern circumference of the palace, 
  ending at a pair of brass doors inscribed with 
  many designs and symbols. Lightly testing the door 
  handles, you discover the doors are either stuck or 
  barred from within. If you can use a comprehend 
  languages scroll, go to 64. If you a knock spells 
  scroll, go to 86. If you have neither spell, you can 
  go to 78 and try to force the doors. If opening the 
  doors seems like too much trouble, go to 112.
  70
  Your hands range over the section of the wall, feel-
  ing for seams or loose stone. Finally, you 
  detect a stone which feels as though it is connected 
  to some sort of spring. You press the stone and 
  a small door pops open to reveal a lidded crystal 
  chalice. 
  As you grasp the chalice, it begins to glow, chang-
  ing colors each 6 seconds. Opening the lid, you dis-
  cover what looks like and smells like pure water. If 
  you wish to drink this water, go to 66. 
  Otherwise, close the chalice and carefully pack it 
  ways. Go to 58.
  71
  As you walk to the right wing of the palace, it 
  becomes apparent that this portion of the building 
  contained the kitchen, including fully function-
  ing well and a small wine press, along with an 
  empty wine storage room. Drinking from the well 
  restores 1d4 + Con Modifier hp. Return to 58 and 
  make a difference choice.
  72
  Cautiously, you draw near to the altar and discover 
  it is of black obsidian. The blue-black leather cover 
  of the book resting up on it glows with a series of 
  magical rules. Will you: 
  - Use your comprehend languages scroll   (if you 
  have one available (Go to 82). 
  - Check for traps as best you can (make a DC 10 
  Investigation check, then take the book 
  (Go to 89).
  
  72 (continued)
  - Examine the statue? (Go to 97.)
  - Leave this place before either the book, or the 
  statue that’s bound to animate, kills you? 
  (Go to 112.)
  73
  The stairs go down and you emerge onto a 
  lower level. Go to 81.
  74
  The carpets are not magical. Roll a D6. If the 
  result is 1, go to 68. Otherwise, go to 58.
  75
  You have discovered a secret door behind the 
  bed! If you wish to open it, go to 84. Otherwise, 
  you may depart and search elsewhere in the 
  palace (go to 111).
  76
  Each tentacle automatically does 1 hp damage 
  each round until you are dead. Your total attack 
  roll must be 9 or higher to hit and each tentacle 
  has 3 hp. If you destroy all the tentacles, go to 
  101. If the tentacles kill you, to 108. If you call 
  on Dazem for aid, go to 98.
  77
  You don’t see any traps, but you’re certain there 
  much be one, most likely focused through the 
  light beams. First you try shooting out the 
  windows with your bow, but they won’t 
  shatter. 
  Then, remembering Dazem’s advice to use 
  wisdom, you pull the mirror from your pack and 
  use it to direct one shaft of light away from the 
  altar. With your other hand, you reach in, grasp 
  the tome, and pull it free. Go to 112.
  78
  Make a DC 13 Strength Check with advantage 
  if you have a crowbar... If the rolls is successful, 
  go to 86. Otherwise, return to 69 and try 
  something else.
  79 
  From what you hope is a safe distance; you hit the 
  chest with your spell. The lock falls away, its top 
  swings away and a cloud of green gas fills the area 
  around the chest but soon dissipates. You move 
  forward, pleased at having avoided the trap. 
  Go to 87.
  80
  Cautiously, you try edging the book onto the floor 
  with the tip of your sword, but a black bolt of 
  magical energy hurls at you. Make a DC13 
  Dexterity Save. If the roll is successful, you 
  succeed in knocking the book off the altar without 
  getting hit. You pack the book away and depart 
  immediately (go to 112). If you fail the Saving 
  Throw, go to 94.
  81
  You have entered a chamber containing a large 
  marble pool set into the floor. To one side, another 
  staircase leads upward – back, you’re certain, to 
  the pavilion above. Across the room, a pair of brass 
  doors black entry to the room beyond. Go to 88. 
  82
  The runes on the books cover read: “The Book of 
  Souls”. Go back to 72.
  83
  Realizing these are the remains of Madak Zahn, 
  and expecting the worst, you hurl a dagger into the 
  corpse – but nothing happens. 
  You approach closer, and then leap forward, bury-
  ing your sword into the skull. The white cranium 
  turns to powder and you rest easy. Madak Zhan’s 
  enemies have done a thorough job in slaying him. 
  Using the tip of your sword, you prod the body to 
  expose the left hand, upon which is a golden moon-
  stone ring similar to the one you possess. 
  Removing it, you see that the two cobra shaped 
  rings will entwine and fit together. Remembering 
  Dazem’s words, you interlock the rings and place 
  them on your finger. “I release you”, you speak. Go 
  to 104.
  
  84
  At your touch, part of the wall slides away to 
  reveal a small chamber hidden at the back to 
  this wing of the palace. The outer wall is only a 
  half-dozen feet in front of you , but the chamber 
  extends at a right angle nearly 30 feet, the wide 
  of the wing itself. If you have the glowing sword 
  from the pyramid, its light dimly illuminates a 
  glint of gold and jewelry at the far end of the 
  chamber. Otherwise, lighting a torch will get the 
  same result. Nestled amid this treasure is an 
  iron chest, securely protected by a huge brass 
  padlock. If you enter the chamber and 
  investigate, go to 91. If your judgment tells you 
  to leave this area, go to 111.
  85
  Surrender, hoping for merciful treatment? (Go 
  to 107) – Search the body in hopes of finding 
  something that will help? (Go to 95) – Run and 
  don’t look back? (Go to 105)
  86
  The magically held door burst open to reveal 
  a temple of some sort, with twin row of pillars 
  running down its length. No pews that you are 
  used to seeing in congenital temples can be 
  found... 
  Instead, the room is covered with prayer rugs. 
  Along the walls, tapestries that stretch from 
  floor to ceiling depict creatures from the vari-
  ous planes of the multiverse. Atop an altar at 
  the far end of the chamber lies a black book, 
  illuminated by scarlet shafts of light that come 
  down through the stained glass windows near 
  the roof. In an alcove directly behind the book, 
  a 10 foot tall snake headed man holds a skull 
  shaped scepter. 
  If you investigate the altar and its mysterious 
  book, go to 72. 
  If you search the statue and the area near it, go 
  to 97. 
  If you would like to just get the nine hells out of 
  here, go to 112.
  87
  Within the coffer lie two small vials of liquid. Taste 
  tests reveal them to be potions of healing.  There is 
  also a spell book containing spells that are 
  currently beyond your ability.  In the very bottom of 
  the chest, you discover a small silken 
  handkerchief, which to your surprise unfolds to a 7 
  by 10 foot area. Suspecting that it has some inter-
  esting powers, you back it away with the rest of 
  your loot. Go to 111.
  88
  If you’d like to:
  -Explore the pool more closely, go to 102.
  -Investigate the double brass doors, go to 99.
  -Leave the bath chamber and return to the level 
  above, go to 109.
  89
  Make a DC 13 Investigation check. If the roll is 
  successful, go to 77. Otherwise, go to 80.
  90
  Within the maze of pipes, you find an oddity: a 
  small glass bottle securely attached to one pipe 
  by a harness. Removing the bottle and tipping it 
  slightly, you discover a constant stream of magical 
  life-giving water flows from its spout. The water 
  cures 1d4+ Con modifier of hp. You cap the bottle 
  with an improvised plug cut from the end of a 
  torch, and return to the courtyard. Go to 52.
  91
  Scanning the ceiling and floor for any obvious 
  sources of danger, you step through the doorway 
  and begin edging toward the waiting treasure. 
  Suddenly, a nightmare arises from the floor!
  Writhing black tentacles reach up to entwine you 
  in their iron grip. Roll one six-sided die (ld6) to see 
  how many tentacles have you in their grip. You may 
  fight the tentacles (go to 76) or call on Dazem for 
  help (go to 98).
  
  92
  With an ominous creaking, the doors begin to 
  swing outward. Instantly, you grab your sword. 
  Beyond the doors, a huge chamber is revealed, 
  lit only by the eerie glow of the fire pit nestled in 
  the hands of a 15’-tall statue of a snake-headed 
  man. Columns surround the temple like 
  auditorium, possibly hiding other areas from 
  view in the shadows.
  Lying on the floor just below the fire pit is a 
  robed body. Cautiously, you advance toward it, 
  keeping your eyes active for any ambush or dan-
  ger. As you draw near the body, you note that its 
  right arm ends abruptly at the wrist, while the 
  other arm lies hidden from view. Go to 83.
  93
  Removing a hammer and spike from your pack, 
  you edge toward the chest. If you have a magi-
  cal chalice, go to 103. Otherwise, go to 96.
  94
  With your last breath, your screaming abruptly 
  ceases. Were anyone else present, he would 
  notice a moonstone ring lying on the floor atop 
  a pile of ashes. Your adventure has ended. 
  95
  Tearing at the body, you find a locket on a 
  golden chain around its neck. You jerk the 
  locket free, and instantly a large, red ruby at its 
  center begins to glow with a soft light. A voice 
  speaks.
  If you have the book from the temple upstairs, 
  go to 38. Otherwise, go to 106.
  96
  The lock breaks away and the lid pops open, 
  spraying the area with a green gas. You fall 
  unconscious, awakening hours later with a dull 
  headache. Since you haven’t been harmed while 
  unconscious, it occurs to you that it may be safe 
  to stay here and replenish your spells without 
  fear of wandering monsters. You get the 
  benefits of a long rest. When you are through, 
  you check the contents of the chest. Go to 87.
  97
  The statue certainly seems fearsome, and you 
  hope it won’t come to life. But as you near it, noth-
  ing happens. A search of the statue and the alcove 
  reveals nothing. Go back to 86 and make a 
  different choice.
  98
  If you have previously called upon Dazem for aid, 
  go to 113. Otherwise, go to 110.
  99
  Drawing near to the doors, you sense magic. And 
  lying before them is a blackened, shriveled hand 
  - minus a finger. With a chill, you wonder if the 
  remains of Mondak Zhan await discovery beyond 
  this portal. Testing the doors, you conclude a 
  knock spell will be required to open them. 
  If you have your knock scroll, you can cast it now 
  (go to 92). 
  If you fail or you do not have one, you may return 
  to the upper level of the palace and explore 
  elsewhere (go to 50, but you may return to this 
  section at any time you feel confident enough to 
  penetrate the doors).
  100
  The passage leads forward about 100’ to a small 
  room filled with pipes. You feel certain some are 
  drains, while others must serve purposes un-
  known.
  Roll one six-sided die (ld6). If the result is 1 or 2, 
  go to 90. Otherwise, you may return to the court-
  yard and explore elsewhere. Go to 52.
  101
  You swing your sword again and again, hacking 
  your captors in half with each blow. The last of the 
  horrid creatures? drops away, and you stumble to 
  the far wall, safely out of reach of any others that 
  may be lying in wait.
  Skirting the sides of the room, you make it to the 
  far end and lay claim to quite a fortune in treasure! 
  You pack away many thousands of gold pieces’ 
  worth of rubies, emeralds, and gold. Then you turn 
  your attention to the chest. 
  
  101 (continued)
  Will you:
  - Attack the lock with a hammer and spike to 
  break it open? (Go to 93)
  - Cast a knock spell (if you have a scroll)? 
  (Go to 79)
  - Ignore the chest and return to the ground floor 
  of the palace? (Go to 111)
  102
  The water in the pool is fresh and clear, reveal-
  ing several skeletons at its bottom. Steps lead 
  down into the water, and the bottom of the pool 
  may be clearly seen 4’ below. Two small drains 
  are set into the tiles on the bottom, one at each 
  end of the pool. Return to 88.
  103
  A brilliant green glow shines through your pack 
  as you near the chest. It’s your magical chalice, 
  but is it warning you of danger or pointing the 
  way to a fantastic treasure?
  If you try to open the chest, go to 96. If you feel 
  the chalice is warning you to leave the chamber, 
  go to 111.
  104
  Instantly both moonstones shatter, and the 
  flames of the fire pit rise to the roof of the 
  chamber. Amid the roaring thunder of the fire, 
  a humanoid figure begins to form. You step 
  toward the statue to observe this fascinating 
  sight, but in moments your fascination turns to 
  horror. Taking shape in the flames is a figure 
  identical to the body on the floor. 
  You’ve been tricked into releasing the captive 
  spirit of Mondak Zahn!
  “Well met, fool” the coalescing figure hisses 
  down at you with an evil leer. “You have freed 
  me from the entrapment I have endured for so 
  long. How easy it was to trick your puny 
  intellect into helping defeat those who bound 
  me.
  “Centuries ago, I transferred the essence of my 
  magical powers into two rings so that my strength 
  would never wane, no matter how time might 
  wither my bodily shell. My soul was entrusted to 
  the care of He-Who-Must-Not-Be  Named; it resides 
  elsewhere in safety. I was invincible until my en-
  emies tricked me into using nearly all my stored 
  power. Then my true enemies launched their 
  forces against me, and in my weakened state I was 
  overcome and driven into this chamber. But my 
  consciousness remained, and so I did not truly die.
  “My enemies were wise to remove but one 
  ring - one portion of my magical essence - for that 
  act blinded and weakened me more than if they 
  had removed both halves of the ring. They knew 
  that, with only a part of my magic separated from 
  my body and soul, I would never be able to muster 
  my energies over the centuries and re-form.
  “My enemies cast all manner of enchantments 
  over the palace to keep out those of evil or greed 
  that might aid me, but overlooked what I had real-
  ized: One of unselfish heart might be seduced into 
  coming here and reuniting my magical essences, 
  giving me the power to form a new bodily shell and 
  reclaim my soul. You, in your beguiled innocence, 
  were able to enter the grounds and accomplish 
  that task. And shortly, when I am fully re-formed in 
  my new body, I shall thank you properly.” Go to 85.
  105
  You bolt from the room, leaving Mondak Zahn to 
  complete his re-formation. As you leave the pal-
  ace grounds and run blindly into the jungle, you 
  hear his laughter echoing behind you. Strangely, 
  he doesn’t seem to be following, but perhaps he 
  doesn’t need to. You’re all alone in one of the most 
  forbidding lands the realms have to offer, with no 
  idea of how to find civilization. Your chances of 
  survival are virtually nil, and Mondak Zahn knows 
  this. That’s why he’s not following - your death will 
  be much slower this way. (End)
  
  106
  “I am the true Ram”, the voice speaks. “It is too 
  late now to stop Mondak Zahn. Hurl me into 
  the flames while there is yet time!”
  Without hesitating, you hurl the locket into the 
  fire pit and it explodes, releasing a shimmering 
  whirlwind which carries you out of the 
  chamber and away from the palace as Mondak 
  Zahn curses. You fly through the jungle like a 
  comet to land safely at the jungle’s edge on a 
  hill overlooking a small village.
  A shadow falls, and you look up to see a 
  bearded, 10’-tall, muscular humanoid whose 
  lower portions are shrouded in the dust of a 
  whirlwind. “This is as far as I may take you:’ the 
  djinni speaks.
  “I didn’t mean to-” you begin. The djinni holds 
  up his hand to stop your words. “I know you 
  meant only good:’ his voice booms.”You were 
  deceived into serving evil. Yet you have freed me 
  from Mondak Zhan’s bondage.
  Though his power is again great, his reign is 
  not fully established. I will seek out those who 
  can face him on equal terms - and in time he 
  shall fall. For now, fare you well, and my thanks 
  for freeing me”
  With that, the djinni fully assumes the form of 
  a whirlwind and flies off, leaving you alone. If 
  you want, you can begin to make your way back 
  to Port Nyanzaru. But if you can find a way, 
  perhaps you’ll head back into the jungle to help 
  fight Mondak Zahn. Dejected, you begin 
  walking down toward the village below. (End)
  107
  You receive no mercy, and what you do receive 
  is too unpleasant to describe. Consider your 
  adventure over!  (End)
  108
  As your vision begins to grow dark, you realize 
  that you are dying. The sounds of the world around 
  you fade away, replaced by a loud ringing in your 
  ears. The peace of death comes a moment later, 
  and your last thoughts are the realization that your 
  quest has failed. (End)
  109
  Back upstairs, you have several choices. Will you:
  - Go through the northwest doors? (Go to 54)
  - Go through the southwest doors? (Go to 69)
  - Explore the back of the palace grounds? 
  (Go to 56)
  110
  A whirlwind begins to fill the room, pulling you 
  away from the tentacles’grasp and depositing you 
  back down stairs. Will you:
  - Go through the northeast doors? (Go to 73)
  - Go through the southeast doors? (Go to 67)
  - Go through the southwest doors? (Go to 69)
  - Explore the back of the palace grounds? 
  (Go to 56)
  111
  You return downstairs. Would you care to:
  - Go through the northeast doors? (Go to 73)
  - Go through the southeast doors? (Go to 67)
  - Go through the southwest doors? (Go to 69)
  - Explore the back of the palace grounds? 
  (Go to 56)
  112
  Back downstairs, you must decide whether to:
  Go through the northeast doors? (Go to 73)
  Go through the southeast doors? (Go to 67)
  Go through the northwest doors? (Go to 54)
  Explore the back of the palace grounds? (Go to 56)
  
  113
  Desperately, you hope that Dazem’s powers are 
  great enough to help you a second time, but there 
  is no response. Go to 108.
  114
  A whirlwind engulfs the serpents, sweeping them 
  away into the desert. With the whirlwind’s coming, 
  you sense Dazem weakening.
  Inside this wing of the building are only some 
  skeletons in what was once their barracks. Return 
  to 52.
  115
  It’s great to be back in Nyanzaru and its not bad 
  being rich, either. You’ve a pack full of gold and 
  jewels, Mondak Zhan’s spell book and a flying 
  carpet that folds down into a silken handkerchief, 
  among other treasures. But coming home with the 
  tale of a great adventure surely is the best treasure.
  After all, how many people can count a djinni as a 
  friend?  (End)
  
  Character
  Appendix
  
  RACE
  CLASS & LEVEL
  PLAYER NAME
  CHARACTER NAME
  BACKGROUND
  EXPERIENCE POINTS
  ALIGNMENT
  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
  Hit Point Maximum
   
   Strength
   
   Dexterity
   
   Constitution
   
   Intelligence
   
   Wisdom
   
   Charisma
  CP
  EP
  PP
  GP
  SP
  PASSIVE WISDOM (PERCEPTION)
  EQUIPMENT
  OTHER PROFICIENCIES & LANGUAGES
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
   
   Acrobatics (Dex)
   
   Animal Handling (Wis)
   
   Arcana (Int)
   
   Athletics (Str)
   
   Deception (Cha)
   
   History (Int)
   
   Insight (Wis)
   
   Intimidation (Cha)
   
   Investigation (Int)
   
   Medicine (Wis)
   
   Nature (Int)
   
   Perception (Wis)
   
   Performance (Cha)
   
   Persuasion (Cha)
   
   Religion (Int)
   
   Sleight of Hand (Dex)
   
   Stealth (Dex)
   
   Survival (Wis)
  DEATH SAVES
  HIT DICE
  NAME
  ATK BONUS
  DAMAGE/TYPE
  Total
  SUCCESSES
  FAILURES
  IDEALS
  BONDS
  FLAWS
  PERSONALITY TRAITS
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  PROFICIENCY BONUS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  SAVING THROWS
  INSPIRATION
  SKILLS
  Fighter - Eldritch Knight 3
  Mercenary Veteran
  Revenor
  Human
  NG
  2700
  13
  2
  17
  +3
  30
  +1
  +3
  16
  +3
  14
  3d10
  +2
  3
  14
  +3
  +4
  +2
  0
  +1
  +3
  0
  +3
  +1
  +2
  Scimitar
  +5
  1d6+5
  0
  +1
  Dagger
  +5
  Longbow
  +5
  ●
  ●
  +2
  1d4+5
  +1
  10
  +2
  +2
  0
  12
  +1
  +1
  0
  +2
  +3
  ●
  ●
  ●
  ●
  +3
  28
  28
  1d8+3
  +3
  +1
  +2
  Weapon statistics assume using a weapon and shield with 
  the dueling fighting style. If you choose to use two-weapon 
  fighting, lower your armor class by 2. Change the damage 
  bonus of your weapons to +3 in your primary hand and +0 in 
  your secondary hand.
  Spells Known
  Cantrips: these spells can be cast at-will.
  Fire Bolt, Shocking Grasp
  Level 1: You can cast two first level spells per day. [  ] [  ]
  Burning Hands, Magic Missile, Shield
  Spell Scrolls: Comprehend languages, Detect magic, Knock, 
  Mirror Image, Sleep
  12
  12
  Languages:
  Common, Elven
  Tool proficiency: 
  Three Dragon Ante
  Vehicles (Land)
  8
  3
  24
  The bandit chielftain's moonstone ring
  Potion of Healing x2
  Scimitar
  Silver Dagger
  Longbow
  Quiver containing 20 arrows
  Studded leather armor
  Shield
  Faded militia uniform
  Rank insignia
  Set of Three Dragon Ante playing cards
  Belt pouch
  Explorer's Pack: includes a backpack, a 
  bedroll, a mess kit, a tinderbox, 10 torches, 
  10 days of rations, a waterskin, and 50' of 
  hempen rope
  Dueling Fighting Style: When you are 
  wielding a weapon in one hand and no other 
  weapon you gain a +2 bonus to damage rolls 
  with that weapon.
  Second Wind [  ]
  On your turn, you may use your bonus action 
  to regain 1d10+3 hit points. You regain the 
  use of your Second Wind at the end of a 
  short or long rest.
  Action Surge [  ]
  On your turn, you can take one additional 
  action. You regain the use of your Action 
  Surge at the end of a short or long rest.
  Spellcasting: Intelligence is your spellcasting 
  ability. Your saving throw DC is 12
  Weapon Bond: You may perform a ritual that 
  takes 1 hour. At the end of this ritual you 
  bond yourself to one weapon that was within 
  reach for the full duration of the ritual. This 
  bonded weapon cannot be disarmed unless 
  you are incapacitated, and you may summon 
  the weapon to your hand as a bonus action, 
  as long as you and the weapon are on the 
  same plane of existence. You may be 
  bonded to up to two weapons. At the start of 
  the adventure Revenor is bonded to his 
  scimitar and dagger. If you choose to bond 
  with another weapon you must break the 
  bond with one of these two weapons.
  
  Revenor’s Ring
  A 5th Edition Solo Adventure 
  For A Level 3 Player Character
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/B. Wraven Wright/B. Wraven Wright - Revnors Ring, A 5e Solo Gamebook.pdf