The Blasenhallen
- Rooms
- 8
- Foes
- 17, CR 1/8 to 5
- Traps
- 8
- Treasure
- 1,080 gp
At a glance
The threat
Monster 5, a reef-stalker known as the Greenjaw, now uses the Blasenhallen as a hunting ground.
Wandering monsters (1d4)
- 1
2× Sahuagin DesertersCR 1/2
When: The party makes loud noise near an abandoned food store or uses the Sahuagin language.A pair of Sahuagin deserters searches the halls for food and survivors. They know several warning signs but fear the shrine at the deepest point. - 2
Channel LampreyCR 1
When: A creature bleeds into a water channel or disturbs the green mist.A pale, eyeless eel with a lamprey mouth swims through the vapor channels and emerges from any nearby puddle. - 3
3 to 5× Saltplate Carrion CrabsCR 2
When: The party leaves a corpse unattended for more than 10 minutes.These carrion crabs are covered in mineral plates and drag scraps of armor through the corridor. - 4
Greenjaw JuvenileCR 3
When: The adult Greenjaw in room 5 is wounded, alerted, or slain.A wounded juvenile Greenjaw circles the ring corridor, testing the party before fleeing toward room 5.
Rooms
8Tidebreak Entrance
What they see
Read aloud
A sloping tunnel descends from the coastal ruins into a circular corridor lined with cracked shell shields. Saltwater drips from the ceiling, and the first breath of green vapor rolls from a floor fissure whenever the tide shifts above.
Features
- Collapsed entry arch
- Three broken Sahuagin shields
- A rusted bell once used to warn the hatchery
What the GM knows
Monsters
2× Sahuagin ScavengersCR 1/2
Lean Sahuagin scavengers wearing scraps of stolen human armor. They have been feeding on old stores and are nervous around the deeper halls.Tactics. They attack from opposite sides, retreat toward room 2 if wounded, and try to lure intruders into the vapor channels rather than fight to the death.Traps
Bell of the Last WatchDC 13 poison damage and poisoned for 1 minute
A cracked shell pipe releases a concentrated burst of green vapor when the rusted warning bell is moved or struck.Disarm. Block the pipe with wax or wet cloth, then wedge the bell in place with a successful Dexterity check using thieves' tools.Treasure
Tide-Watcher's Purse45 gp and a black pearl worth 30 gp
A pouch hidden beneath the bell contains mixed coins and a black pearl used as a Sahuagin warning token.Notes
Characters who examine the shields notice fresh claw marks that do not match Sahuagin weapons. The ring corridor can be traveled clockwise toward the warning chamber or counterclockwise toward the abandoned sleeping quarters.
3 doors: E (normal), N (locked), S (normal)
The place
What it is
The Blasenhallen are a ruined Sahuagin residential and breeding quarter arranged around a circular corridor.
Atmosphere
The Blasenhallen are cold, damp, and rank with old salt, rotting kelp, and the metallic odor of dried blood.
The threat
Monster 5, a reef-stalker known as the Greenjaw, now uses the Blasenhallen as a hunting ground.
History
The Blasenhallen were built by the Shell-Tide Sahuagin as a communal dwelling, hatchery, and food-processing quarter beneath the coastal ruins.
Rumors
1d5- 1Sahuagin still live beneath the coastal ruins, but they refuse to return because something hunts by smell instead of sight.
- 2Green mist has begun leaking from village wells during the lowest tides.
- 3A noble's signet ring was seen among the trophies of a beast that lives below the old ruins.
- 4The Sahuagin left entire stores of food behind, which means they fled faster than any war party could have forced them.
- 5An old tide-priest's mask can supposedly open a door that does not appear on any map.
Plot hooks
4Corridors
4Throughout the ring corridor
Dried tang mats cling to the walls like brittle skin, hiding faded Sahuagin tally marks and scratched warning symbols.
Between rooms 2, 4, 5, and 7
Shallow water channels cut through the floor, carrying intermittent streams of green, salty poison mist toward the lower chambers.
Outside rooms 1, 3, and 6
Bone hooks remain fixed in the walls, many still holding scraps of shell armor, fish leather, or desiccated bundles of herbs.
The eastern half of the ring corridor
Broken ceramic jars and overturned storage baskets crunch underfoot, making stealth difficult unless travelers move slowly.
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