TEXT: A 5E WARLOCK ADVENTURE 
  BY RICHARD GREEN 
  The Infernal 
  SalT PITS
  FOR 4 PCS OF 
  6TH - 7TH LEVEL
  
  Kobold Press, Midgard, Open Design, and their associated logos are trademarks 
  of Open Design, LLC.
  Product Identity: The following items are hereby identified as Product Identity, 
  as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, 
  place names, new deities, etc.), dialogue, plots, story elements, locations, 
  characters, artwork, sidebars, and trade dress. (Elements that have previously 
  been designated as Open Game Content are not included in this declaration.)
  Open Game Content: The Open content includes creature stat blocks for gilded 
  devil, salt devil, and skitterhaunt.
  © 2018 Open Design, LLC
  www.koboldpress.com
  Portal, however, still functions—it was this gateway that 
  brought Khemunsiri and his infernal servants to Midgard.
  Now, Tamasheq nomads and caravans from Saph-Saph 
  and further afield visit the salt pits to trade gold, supplies, 
  and chained slaves for blocks of the pinkish salt. Many 
  working in the salt pits are wicked folk who were sold into 
  slavery as punishment for their crimes. When their miserable 
  lives come to an abrupt end, the devils sell their souls to 
  visiting night hags who trade them in the souks of Hell.
  Adventure Hooks
  • The PCs are hired by the Hand of Nakresh to rescue an 
  enslaved criminal named Ruhdjek from the salt pits. 
  Unused to hard physical labor, Ruhdjek is dead by the 
  time the party arrives. Can they steal his soul back from 
  the night hag merchants?
  • The PCs are employed as guards on a caravan from Saph-
  Saph or Nuria, but their unscrupulous caravan master 
  attempts to sell them to the slavers at the salt pits.
  • The Honorable Society of Portal Wizards in Per-Anu asks 
  the adventurers to investigate reports of a long-forgotten 
  Red Portal inside a ruined donjon in the desert.
  THE INFERNAL SALT PITS
  Design: Richard Green 
  Editing: Blaine McNutt 
  Art Director & Graphic Design: Marc Radle
  Cover Art: Karl Waller
  Interior Art: Karl Waller
  Cartography: Dyson Logos
  Publisher: Wolfgang Baur
  TM
  TM
  TM
  GM Note: When a creature’s name appears in bold, that’s 
  a cue that its stat block appears in the System Reference 
  Document, 5.1. If the stat block appears in the Tome of 
  Beasts, it is noted as such.
  Adventure Background
  The infamous Ghatazi Salt Pits lie deep in the Crescent 
  Desert, northwest of the city of Saph-Saph. Here, gangs of 
  wretched slaves dig precious salt from the ground to be sold 
  in the markets of the Free Cities of the Desert and Nuria 
  Natal at the behest of cruel, diabolical overseers. 
  Based in a ruined donjon overlooking the salt pits, the 
  desolate mining camp is presided over by the gilded devil, 
  Khemunsiri, and his ruthless cabal of devils and cultists of 
  Mammon. The donjon was built centuries ago by a Nurian 
  Red Portal wizard named Shabhenti Djalit,, Master of 
  Worlds, on a powerful ley line. Shabhenti opened a Red 
  Portal inside his fortress and used it to travel to many 
  different planes and times.  When the hubristic wizard ran 
  foul of the fiendish inhabitants of the Eleven Hells, the ley 
  line’s power faded, and the donjon fell into ruin. The Red 
  
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  The Mining Camp
  The key features of the mining camp at the Ghatazi salt pits 
  are as follows. 
  Cultists: The cultists of Mammon are the public face of the 
  operation; the devils stay out of sight unless the alarm is 
  raised. 1d4+2 cultists can be found in the camp during 
  daytime. They wear white robes, copper half-masks with 
  leering, diabolic features, and pendants bearing three gold 
  coins – Mammon’s holy symbol. They direct newcomers to 
  the donjon to meet with Nebmontu in area 2. 
  Salt Pits:  From dawn to dusk, 30 slaves (commoners) are 
  hard at work in this network of glistening 15-foot diameter 
  tunnels carved out of the salt, 30 feet beneath the surface. 
  Chained together in groups of five or six and working 
  under the watchful eye of Pakero and Sudek, a pair of 
  salt devils (Tome of Beasts, p.113), the slaves hew out 
  slabs of salt and haul them up using a bucket and pulley 
  system. Sections of chain have 10 hit points, and can be 
  broken with a DC 20 Strength check, but the slaves are too 
  frightened or exhausted to try. Each slave starts the day 
  suffering from level 2 exhaustion and ends their shift at 
  level 3. Deaths are frequent.
  Slave Quarters:  The slaves are housed inside three sheds 
  built from bricks of milky-pink salt.  Each shed is 20-feet 
  long and 10-feet wide and holds up to a dozen chained 
  slaves. Conditions inside are squalid and the crude roofs 
  made from badly cured camel hides are crawling with 
  biting flies. 
  Camel Pen:  A pair of sickly looking camels destined for the 
  cooking pot are kept inside this wooden pen. 
  Oasis: A half dozen date palm trees surround a large pool 
  that provides the camp with cool, clean water. Visitors 
  to the salt pits pitch their tents in the shade of the trees 
  and allow their camels to drink from the water. Current 
  visitors include:
  •   Zaida ag-Eshnunna, a Tamasheq bandit lord (Tome 
  of Beasts, p.418), her bandit captain and eight tribal 
  warriors. Zaida and her men, clad in white robes and 
  cobalt turbans, belong to the Vanhu Dewabi tribe that 
  wanders the Crescent Desert. They are here to buy salt 
  with the gold they have made rustling camels.
  •   Tafra Scrag-Ear, a hot-tempered gnoll merchant 
  (veteran) and his six gnoll caravan guards are here 
  to trade a dozen slaves—all convicted criminals—in 
  exchange for five camel loads of salt.
  The Ruined Donjon
  On a ridge above the mining camp stands the ruined stone 
  fortress used as a base by the gilded devil, Khemunsiri, and 
  his allies. Sections of the south and northeast walls have 
  collapsed, and part of the domed tower in the southeast 
  corner lies open to the elements. The rest of the structure 
  remains intact. 
  1. ENTRANCE CHAMBER
  A partially collapsed archway forms a wide opening that leads 
  inside the fortress.
  Four cultists of Mammon stand guard here. If the PCs say 
  they are here to meet with Nebmontu, they are shown into 
  the Long Hall (area 2). If they are attacked, the cultists shout 
  for help, alerting their comrades in the hall, the devils in the 
  tower (area 6), and possibly the night hags in area 3. 
  2. LONG HALL
  Worn carvings on the walls of this long, impressive hallway 
  depict a robed figure, shown in profile, journeying to many 
  exotic locations. A statue of a ram-headed sphinx, carved 
  from glistening, pinkish salt stands against the east wall. 
  Beyond lies a rubble-choked alcove. Salt crunches underfoot.
  
  5
  Here, the PCs can meet Nebmontu, a silver-tongued 
  cult fanatic who seems delighted to do business with the 
  newcomers. He wears the same pendant and white robes as 
  the other cultists, but no mask. Three masked cult fanatics sit 
  behind desks, recording recent salt transactions on papyrus 
  scrolls. Ghatazi rocksalt is of superior quality; a 50-lb block 
  sells for 10 gp. The cultists purchase slaves from for between 2 
  and 6 blocks each, depending on their physical condition. 
  The carvings on the walls are in the ancient Nurian style 
  and depict Shabhenti Djalit’s travels through the Red Portal. 
  What were once arrow slits in the south wall have widened 
  into openings large enough for a medium-sized creature to 
  squeeze through. 
  Along the western wall, a secret door to area 10 can be 
  found with a DC 20 Wisdom (Perception) check; it opens 
  with a touch. The rubble pile opposite can be climbed with a 
  DC 15 Strength (Athletics) check. Anyone making it to the 
  top can peer through into area 3. 
  3. GUEST QUARTERS
  The walls of this guest chamber are decorated with faded 
  frescoes depicting sphinxes, serpopards, and other exotic 
  beasts. 
  Two night hags, Evanthe and Jalena, arrived recently 
  through the Red Portal to purchase the souls of dead slaves, 
  and they are staying in this chamber as guests of Khemunsiri. 
  The hags use change shape to appear as Tamasheq nomads 
  when out of this room, but even in disguise, they still cackle 
  disconcertingly. 
  Three sealed glass jars sit on a shelf, and each contains a 
  tiny, glowing figure—a trapped humanoid soul that the hags 
  have bought from the devils. A coffer containing 300 gp, 
  each coin stamped with a grinning demon’s face, and two 
  empty glass jars can be found under one bed.
  4. LIVING QUARTERS
  Nebmontu and the other cult fanatics make their home in 
  this chamber, sleeping on simple camp beds. Four locked 
  chests (DC 15 to pick) contain their precious loot: 750 gp, 17 
  tiger eye agates (10 gp each), a green garnet (100 gp), and a 
  painting of a Nurian god-king on papyrus (125 gp).
  5. RUINED AREA
  The outer walls of the donjon have collapsed in several 
  places. A skitterhaunt (Tome of Beasts, p. 352) inhabiting 
  a giant scorpion’s carapace lairs here and will aggressively 
  attack intruders. Noxious green goo leaks from its 
  exoskeleton. In addition, ambient magic within the donjon 
  has attracted a manabane scarab swarm (Tome of Beasts, 
  p. 374). The clicking, luminescent beetles appear as soon as 
  spells or magical items are used in the area. 
  6. DEVIL’S TOWER
  This partially ruined, three-story tower is home to a squad 
  of Khemunsiri’s diabolic servants. Three bearded devils stay 
  out of sight on the middle floor (area 6a), but they respond 
  if the alarm is raised by the cultists. A barbed devil named 
  Naxthris keeps watch over the mining camp from what’s left 
  of the domed top floor (area 6b), hurling flame at intruders. 
  7. RED PORTAL
  Stone double doors carved with hieroglyphics recording 
  Shabhenti Djalit’s great deeds lead into the chamber holding 
  the Red Portal. At the center of the room is a shimmering 
  archway, and a whiff of sulphur provides a clue to its 
  destination, the Eleven Hells.  Anyone stepping through finds 
  themselves in a blasted hellscape beneath a blood red sky, not 
  far from a dread city of rusted iron. Fortunately, the portal is 
  still visible from this side and works both ways.
  8. CULTIST QUARTERS 
  Rank and file cultists of Mammon live here. During the day, 
  four cultists will be asleep on camp beds. The PCs can find 
  120 gp and a salt carving of a camel (25 gp) in the wooden 
  trunks that hold their personal belongings.
  9. STOREROOM
  Supplies, mining tools, chains, rope, and other gear are 
  stored here.
  10. TEMPLE OF MAMMON
  This chamber is dominated by the 15-foot tall rocksalt statue 
  of a grinning archdevil with huge horns and a fat bell. His 
  near-naked body is adorned with gold jewelry. Stacks of salt 
  blocks fill the alcoves around the walls.
  Khemunsiri, the slavers’ gilded devil (Tome of Beasts, p. 106) 
  leader, can be encountered here, with Sawab, his salt devil 
  (Tome of Beasts, p. 113) lieutenant. Only a handful of the 
  salt pits’ most trusted customers have met Khemunsiri, and 
  even then, the fiend wears a loose fitting, white djellaba and a 
  headscarf of golden silk to conceal his true appearance. 
  Khemunsiri is a devious smooth talker who takes delight 
  in corrupting greedy mortals to damn their souls for eternity. 
  The devil will first attempt to negotiate with the PCs, tempting 
  them with promises of riches to come. If this approach 
  doesn’t work, he will try suggestion and dominate person 
  before resorting to more aggressive tactics. Khemunsiri wears 
  1,000 gp worth of gold jewelry that he can reshape into a +2 
  heavy flail using his scourge of avarice action or consume to 
  heal himself with his voracious greed action.
  Treasure:  In addition to Khemunsiri’s jewelry, gold trinkets 
  worth 1,250 gp decorate Mammon’s statue. The 200 blocks of 
  salt, each weighing 50 lbs., are worth 2,000 gp. 
  
  6
  GILDED DEVIL
  Medium fiend (devil), lawful evil
  Armor Class 16 (coin mail)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 
  15 (+2) 
  17 (+3) 
  15 (+2) 
  18 (+4) 
  17 (+3)
  Saving Throws Str +6, Con +6, Wis +7, Cha +6
  Skills Deception +9, History +5, Insight +10, Persuasion 
  +9, Sleight of Hand +8
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing damage from nonmagical weapons that aren’t 
  silvered
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft.
  Languages Celestial, Common, Draconic, Infernal; 
  telepathy (120 ft.)
  Challenge 7 (2,900 XP)
  Devil’s Sight. Magical darkness doesn’t impede the 
  devil’s darkvision.
  Liar’s Largesse. A gilded devil has influence over 
  the recipient of a gift for as long as that creature 
  retains the gift. The recipient receives a −2 penalty 
  on saving throws against the gilded devil’s abilities 
  and a further −10 penalty against scrying attempts 
  made by the gilded devil. A remove curse spell 
  removes this effect.
  Magic Resistance. The devil has advantage on 
  saving throws against spells and other magical 
  effects.
  Magic Weapons. The gilded devil’s weapon attacks 
  are magical.
  Innate Spellcasting. The gilded devil’s spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell 
  attacks). The gilded devil can innately cast the following 
  spells, requiring no material components:
  At will: detect thoughts, major image, suggestion
  3/day each: dominate person, polymorph, scorching ray 
  (4 rays), scrying 
  1/day: teleport (self plus 50 lb. of objects only)
  Actions
  Multiattack. The gilded devil makes two heavy flail 
  attacks.
  Heavy Flail (Scourge of Avarice). Melee Weapon Attack: 
  +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) 
  bludgeoning damage.
  Betrayal of Riches (Recharge 5–6).As a bonus action, a 
  gilded devil can turn rings, necklaces, and other jewelry 
  momentarily against their wearer. The devil can affect 
  any visible item of jewelry on up to two creatures within 
  60 feet, twisting them into cruel barbs and spikes. Each 
  target must succeed on a DC 15 Wisdom saving throw 
  to halve the damage from this effect. If the saving throw 
  fails, the victim takes 13 (3d8) piercing damage and an 
  additional effect based on the item location targeted.
  LOCATION
  EFFECT
  Arms
  Melee damage halved until short rest
  Hand
  Drop any held item
  Eyes
  Permanently blinded
  Head
  Disadvantage on Int checks until long rest
  Feet
  Speed halved for 24 hours
  Neck
  Stunned, unable to breathe for 1 round
  Other
  No additional effect
  
  7
  An item is treated as jewelry if it is made of a precious 
  material (such as silver, gold, ivory, or adamantine), 
  adorned with gems, or both, and is worth at least 100 gp.
  Scorn Base Metals. A gilded devil’s attacks ignore any 
  protection provided by nonmagical armor made of 
  bronze, iron, steel, or similar metals. Protection provided 
  by valuable metals such as adamantine, mithral, and gold 
  apply, as do bonuses provided by non-metallic objects.
  Scourge of Avarice. As a bonus action, a gilded devil 
  wearing jewelry worth at least 1,000 gp can reshape it 
  into a +2 heavy flail. A creature struck by this jeweled 
  flail suffers disadvantage on all Wisdom saving 
  throws until his or her next short rest, in addition to 
  normal weapon damage. The flail reverts to its base 
  components 1 minute after it leaves the devil’s grasp, or 
  upon the gilded devil’s death.
  Voracious Greed. As an action, a gilded devil can 
  consume non-magical jewelry or coinage worth up to 
  1,000 gp. For each 200 gp consumed, it heals 5 hp of 
  damage. A gilded devil can use this ability against the 
  worn items of a grappled foe. The target must succeed 
  on a DC 13 Dexterity saving throw to keep an item from 
  being consumed.
  SALT DEVIL
  Medium fiend (devil), lawful evil 
  Armor Class 13 (natural armor) 
  Hit Points 93 (11d8 + 44) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  13 (+1) 
  18 (+4) 
  13 (+1) 
  14 (+2) 
  15 (+2) 
  Saving Throws Dex +4, Con +7, Cha +5
  Skills Perception +5, Stealth +4
  Damage Resistances acid, cold; bludgeoning, piercing, 
  and slashing from nonmagical weapons that aren’t 
  silvered
  Damage Immunities fire, poison
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 15 
  Languages Celestial, Common, Gnoll, Infernal, telepathy 
  120 ft.
  Challenge 6 (2,300 XP) 
  Devil’s Sight. Magical darkness doesn’t impede the 
  devil’s darkvision.
  Magic Resistance. The devil has advantage on saving 
  throws against spells and other magical effects.
  Innate Spellcasting. The devil’s spellcasting ability is 
  Charisma (spell save DC 13). The devil can innately cast 
  the following spells, requiring no material components:
  At will: darkness
  1/day each: harm, teleport
  Actions
  Multiattack. The devil makes two scimitar attacks.
  Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) slashing damage. If the target is 
  neither undead nor a construct, it also takes 5 (1d10) 
  necrotic damage, or half damage with a successful 
  DC 15 Constitution saving throw. Plants, oozes, and 
  creatures with the Amphibious, Water Breathing, or 
  Water Form traits have disadvantage on this saving 
  throw. If the saving throw fails by 5 or more, the target 
  also gains one level of exhaustion.
  SKITTERHAUNT
  Large ooze, unaligned
  Armor Class 14 (natural armor) 
  Hit Points 95 (10d10 + 40) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  11 (+0) 
  19 (+4) 
  1 (−5) 
  7 (–2) 
  1 (–5) 
  Damage Immunities acid
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 8 
  Languages —
  Challenge 4 (1,100 XP) 
  Broken Shell. A creature that hits the skitterhaunt with a 
  melee attack while within 5 feet of it takes 5 (1d10) acid 
  damage.
  Infest Vermin. If the skitterhaunt damages a Medium 
  or smaller beast, it can try to infest it as a bonus action. 
  The damaged creature must succeed on a DC 14 
  Constitution saving throw against disease or become 
  poisoned until the disease is cured. Every 24 hours 
  that elapse, the target must repeat the saving throw, 
  reducing its hit point maximum by 5 (1d10) on a failure. 
  If the disease reduces its hit point maximum to 0, the 
  skitterhaunt has devoured the creature’s insides and the 
  affected becomes a skitterhaunt, retaining its outward 
  shell but replacing its flesh with skitterhaunt ooze.
  Actions
  Multiattack. The skitterhaunt makes two claw attacks 
  and one sting attack.
  
  8
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, 
  Chris Sims, and Steve Townshend, based on original material by E. Gary 
  Gygax and Dave Arneson.
  Tome of Beasts. Copyright 2016, Open Design, LLC.; Authors Chris Harris, 
  Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.
  The Infernal Salt Pits. Author: Richard Green. © 2018 Open Design LLC.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage plus 5 (1d10) 
  acid damage, and the target is grappled (escape DC 
  12). The skitterhaunt has two claws, each of which can 
  grapple one target.
  Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) 
  acid damage.
  Acid Spray (Recharge 6). The skitterhaunt spits acid in 
  a line 30 feet long and 5 feet wide. Each creature in that 
  line takes 18 (4d8) acid damage, or half damage with a 
  successful DC 14 Dexterity saving throw. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Warlock/Warlock Lair #14 - The Infernal Salt Pits.pdf