Dungeons & Lairs #48: Assassin School: Level (APL) of 3, 5, 8, or 11. This Document Of-Credits
Dungeons & Lairs #48: Assassin School: Level (APL) of 3, 5, 8, or 11. This Document Of-Credits
ASSASSIN SCHOOL
Assassin School is a Fifth Edition plug-in adven-
ture for four characters with an average party CREDITS
level (APL) of 3, 5, 8, or 11. This document of- The following creators made this adventure
fers details for the 5th-level version. For the full possible:
adjustments for all level ranges, sign up for the Writing and Creature Design. DMDave
DMDave Patreon. The characters must infiltrate Cartography. DMDave with Forgotten Adven-
a school to recover a lost artifact. Little do they tures
know that the school is a cover for a deadly Artwork. Forrest Imel, Matias Lazaro
assassin’s guild.
2 ASSASSIN SCHOOL
THE ASSASSIN SCHOOL Magical Protections. Permanent castings of private
sanctum spells protect the school’s basement, creat-
Of course, the assassin school is not known as “the ing the following properties:
assassin school,” but as Madame Spear’s Board- ▶ Sound can’t pass through the basement’s ceilings,
ing School for Gifted Young Women. A few miles floors, or walls.
outside a major settlement, the school looks like
▶ Sensors created by divination spells can’t appear
any other school its size. Well-manicured grounds
inside the basement or pass through the base-
encompass the school’s two buildings. The largest
ment’s ceilings, floors, or walls.
of the two buildings is the school itself. Classes
and common rooms are on the ground floor, while ▶ Divination spells can’t target creatures in the base-
the dorms are upstairs. The school’s infirmary ment.
and record hall are in the smaller building across ▶ Nothing can teleport into or out of the basement.
the school’s lavish central courtyard. Below both ▶ Planar Travel is blocked within the basement.
buildings hides a series of tunnels within which the Guards and Wards (Optional). At your discretion,
school’s secret assassins do their actual work. the guards and wards spell protects each trap door
General Features and door that offers access to the basement (areas
5, 9a, 13, 27, and 45). If any creature other than
Unless stated otherwise, the assassin school has the the headmistresses enter these trapdoors, it triggers
following features in common. the spell. When triggered, it creates the following
Architecture. The school’s exterior walls are made effects:
from sturdy stone bricks reinforced with concrete. ▶ Corridors. Fog fills all the basements’ corridors,
The interior walls are wooden. Some parts of the making them heavily obscured. In addition, at each
main building feature stone tile floors, while others intersection or branching passage offering a choice
are hardwood. Ceilings throughout both the ground of direction, there is a 50 percent chance that a
and dorm floors are 15 feet high. The vaulted attic creature other than the headmistresses will believe
ceilings are 10 feet high at their highest point and 3 it is going in the opposite direction from the one it
feet at their lowest. The basement ceilings are also chooses.
10 feet high. ▶ Doors. All doors in the warded area are magically
Doors. The table below details the most common locked, as if sealed by an arcane lock spell. In ad-
doors throughout the school. All doors are immune dition, all doors within the basement are covered
to poison and psychic damage. The lockpicking DC with an illusion (equivalent to the illusory object
is for Dexterity checks using proficiency in thieves’ function of the minor illusion spell) to make them
tools to unlock a locked door. The breakdown DC is appear as plain sections of wall.
for Strength (Athletics) checks made to break down
▶ Ladders. Webs fill all ladders in the basement from
a locked door.
top to bottom, as the web spell. These strands re-
The staff keeps exterior doors and gates locked at
grow in 10 minutes if they are burned or torn away
night.
while guards and wards spell lasts.
Secret Doors. The school hides many secret doors.
Finding a secret door requires a successful DC 20 ▶ Stinking Cloud. The stinking cloud (as the spell)
Wisdom (Perception) check. vapors appear at the secret entrance to the vault
Illumination. Natural sunlight illuminates most of (between areas 53 and 54). The cloud returns
the aboveground chambers during the day. Those within 10 minutes if dispersed by wind while
without lights are kept dark or have a few candles to guards and wards lasts.
maintain visibility. Underground, lanterns at regular ▶ Gust of Wind. A gust of wind (as the spell) blows
intervals keep the chambers lit. However, the corri- through area 54, forcing the intruders back into
dors downstairs are always dark, requiring darkvi- the vault.
sion or handheld light sources to see. The attics also
have no lights.
Common Door Statistics
3 ASSASSIN SCHOOL
The whole warded area radiates magic. A dispel
magic spell cast on a specific effect, if successful,
removes only that effect.
The headmistresses and any creature that speaks
the passphrase “I am not going to talk about Judy”
are immune to the spell’s effects.
NPC Stat Blocks. The school trains everyone in
the art of stealth and martial arts. The level of the
adventure determines the statistics for non-named
NPCs (cooks, porters, etc.), older students, and
younger students, as shown in the tables below.
The Stealth column shows a given NPC’s modifier
for Stealth ability checks. Use the given stat block
when the text calls out school staff member, older
student, or younger student, respectively. Assume
that all NPCs are neutral-aligned female humans If the characters play their cards right, they might
who speak Common, but feel free to change this as learn that Madame Spear wants to rid the school
befits your campaign. of the Tablet. If they convince her they mean the
school no harm, she may even give it to them.
School Staff Member Stat Blocks
The Headmistresses
Version Stat Block Stealth Three headmistresses run the school. Each is a
3rd tribal warrior +2 deadly assassin with hundreds of kills to her name.
No amount of nonmagical intimidation, persua-
5th+ Available in the full adventure
sion, or perception will cause the headmistresses
to betray the school, its staff, or the children. They
Older Student Stat Blocks always fight to the death.
5 ASSASSIN SCHOOL
Clue Shared Ground Floor Keyed Locations
d6 Clue The map below shows the position of the following
detailed locations.
1 The school is a cover for a deadly assassin’s
guild. The headmistresses are among the 01 - Exterior Doors
world’s most deadly assassins, and they train The various exterior doors throughout the complex
the girls to be rogues and assassins like them. are unlocked during the day and locked at night.
2 An influential noble named Hector Tannenbay 02 - Walls and Gates
disappeared somewhere on school grounds.
The stone walls surrounding the central courtyard
The headmistresses covered it up. (See area
are 10 feet high. Climbing one requires a successful
48 for details.)
DC 10 Strength (Athletics) check. Gates are un-
3 Three students went missing near the school; locked during the day and locked at night.
they were later found in a catatonic state in
the forest to the north. 03 - Eastern Cloak Room
4 Headmistress Spear keeps a secret journal in This cloakroom contains all the rain cloaks for the
her chambers (area 34). students and staff and what few guests the school
accepts.
5 Multiple trapdoors lead to a secret dungeon Clue. There is a scrap of paper with the music
below the school. notes G3-G3-G3-Eb3 scrawled onto it tucked into
6 The headmistresses keep all the school re- the pocket of one of the cloaks. Finding the note
cords locked in two rooms above the doctor’s requires a successful DC 13 Intelligence (Investiga-
office (areas 41 and 42). tion) check.
7 ASSASSIN SCHOOL
10 - Dining Hall 17 - Pantry
This large dining hall has enough room to hold half The school’s two pantries remain well-stocked
the students and staff. throughout the school year.
Day. There are 1d3 - 1 school staff members, 1d6 Clue. There is a tray with fresh fruit and bread
older students, and 1d6 younger students dining with a note that reads “Cell 3” attached to it. This is
here. food for the imprisoned noble, Hector Tannenbay, in
Night. The room is empty. area 49.
Clue. During the day, characters who listen to the
conversations happening in this room overhear one 18 - Bakery
or more of the clues listed on page 6. The smell of fresh bread and pastries waft from this
room. Thanks to the large oven at the room’s north
11 - Servery end, it’s always hot here.
This thoroughfare offers plates, cutlery, and cups for Day or Night. One school staff member works
diners. here.
12 - Formal Dining room 19 - Workshop
Headmistress Spear holds essential meetings in this The school staff keeps all of its tools and extra sup-
lavish dining room. plies in this cramped, dusty workroom.
Clue. The first time the characters pass this room Day. Roll a d6. On a result of 4–6, there is a
in the hallway, they overhear an argument happen- school staff member here. Otherwise, it is empty.
ing in the dining room. Unless encountered else- Night. This room is empty.
where, Madame Spear and Doctor Dagger stand by
the fireplace and argue about “the artifact.” Spear 20 - Coal Room
believes they should pass it off to someone qualified The school staff keeps extra coal and firewood in
to use it, while Dagger thinks they should do more this room.
research.
21 - Break Room
13 - Western Cloak Room Staff members take their breaks in this cramped
The western cloakroom sees little use compared to room. The room includes a small toilet.
its eastern counterpart. Its wardrobes are mostly Day. 1d3 - 1 school staff members relax here.
empty. Night. This room is empty.
Secret Door. The northern wardrobe hides a secret
22 - Laundry
door that leads down to area 46.
Perhaps one of the few rooms with workers present
14 - Parlor 24 hours per day, this room handles the enormous
Students frequently use this comfortable room to load of laundry that passes through the school daily.
relax, read, or study. Day or Night. There are 1d3 - 1 school staff mem-
Day. There are 1d3 - 1 older students or younger bers working here.
students here (your choice). Clue. During the day, characters who listen to the
Night. This room is empty. conversations happening in this room overhear one
Clue. During the day, characters who listen to the or more of the clues listed on page 6.
conversations happening in this room overhear one
23 - Western Courtyard
or more of the clues listed on page 6.
The western courtyard offers a place for kitchen
15 - Kitchen staff to get fresh air. The staff stores trash in barrels
This spacious kitchen serves the entire school. A to the north (23a). The school gets its fresh water
trapdoor in the southwestern corner of the room from the well at the south end of this courtyard
leads down to the kitchen storage (area 45). (23b).
Day. Three school staff members work here. Day. There are 1d3 - 1 school staff members
Night. This room is empty. working here.
Clue. During the day, characters who listen to the Night. This area is empty.
conversations happening in this room overhear one Clue. During the day, characters who listen to the
or more of the clues listed on page 6. conversations happening in this room overhear one
or more of the clues listed on page 6.
16 - Scullery
Staff members use this cramped room to wash dirty 24 - Courtyard
dishes. The school’s impressive courtyard boasts plenty of
Day. One school staff member works here. space for the students to exercise and enjoy activi-
Night. This room is empty. ties outside of their studies.
9 ASSASSIN SCHOOL
33 - Assistant Teacher Rooms er, Madame Spear still makes Wisdom (Perception)
This small private bedroom houses one of the checks to hear even when she is asleep.
school’s two assistant teachers. The room includes Clue. Spear keeps her secret journal hidden in
a small bed, a bookshelf, and a trunk with extra a compartment under her bed. Finding the com-
blankets, pillows, and personal belongings. partment requires a successful DC 20 Intelligence
Day. This room is empty. (Investigation) check. An alarm spell protects the
Night. A school staff member sleeps here. compartment, triggering a mental warning to Ma-
Clue. A character who searches the area and dame Spear when someone other than her opens it.
succeeds on a DC 13 Intelligence (Investigation) So long as she is in the building, Spear reaches her
check finds the teacher’s itinerary. In between the room in 1d4 rounds to challenge whoever tampered
typical regiment of classes the teacher teaches, it with her journal.
also blocks out time for “weapon training,” “poison A character must spend at least one hour reading
application,” and “how to avoid the authorities after the journal. The character makes an Intelligence
a successful kill.” (Investigation) check at the end of the hour. Refer
to the Reading Spear’s Journal Results table below
34 - Madame Spear’s Chamber to determine the number of vital clues the charac-
Madame Spear keeps this room locked when she ter learns. Then, choose or randomly determine the
isn’t here. nature of the clues from the Spear’s Journal Clues
These chambers are clean and organized. table. A character may repeat the check as often as
Day. This room is empty. they like, learning new clues each time they do, so
Night. Madame Spear sleeps here. A light sleep- long as they spend an hour reading the book.
11 ASSASSIN SCHOOL
35 - Assistant Headmistress Bolt’s Chamber 40 - Office
Assistant Headmistress Bolt keeps her chambers This office space allows the staff to review the doc-
messy and disorganized. A voracious reader, various uments from the archives and record rooms.
books—most pilfered from the library—cover the A trapdoor in the ceiling at the south end of this
floors, her bed, and any available surface. area offers access to the infirmary attic (area 44).
Day. Roll a d6. On a result of 5 or 6, Bolt is here
reading. Otherwise, she’s somewhere else on the 41 - Archives
grounds. The door to this room is locked at all times.
Night. Assistant Headmistress Bolt sleeps here. The school places records that are ten years or
Although she isn’t as light a sleeper as Madame older in this room.
Spear or Doctor Dagger, her assassin training keeps Clue. A character must spend at least 10 minutes
her semi-conscious. Wisdom (Perception) checks reviewing the records. At the end of the duration,
that she makes to hear while sleeping are made with the character makes an Intelligence (Investigation)
disadvantage. check. Refer to the Reviewing the Archives Results
Bolt’s Keys. Bolt keeps her keys on the floor next table below to determine the number of essential
to her bed. Her keys provide access to almost every clues the character learns. Then, choose or random-
room in the building, including the basement. How- ly determine the nature of the clues from the Re-
ever, she does not have a key to the doors leading to viewing the Archives Clues table. A character may
the trap room (areas 54 and 55). repeat the check as often as they like, learning new
clues each time they do, so long as they spend at
36 - Senior Staff Baths least 10 minutes reviewing the records.
The teachers and headmistresses use these private
Reviewing the Archives Results
bathrooms for their own hygiene needs.
Day. There are 1d3 - 1 school staff members here. Result Clues Learned
Night. This room is empty.
4 or lower None
37 - Secret Passage
5–9 One clue
A secret passage hidden in the western stair landing
offers a ladder to a trapdoor in the attic (area 43). 10–19 Two clues
13 ASSASSIN SCHOOL
43 - Main Building Attic Dungeon Basement Keyed Locations
Only a small portion of this attic holds storage (see
The map above shows the position of the following
area 29). Most of it is empty, dusty, and covered in
detailed locations.
cobwebs. Students from the easternmost dormitory
sometimes sneak through the armory (area 31b) and 45 - Kitchen Storage
camp here, trading ghost stories. Evidence of their Extra kitchen utensils, plates, and preserves go into
trespass remains here year around. this dark, dusty basement storage area.
A ladder and trapdoor on the west side of the attic Secret Door. A shelf in the southwestern corner of
offer a way onto the roof. this area hides a secret entrance to the basement’s
Clue. Characters who examine the camp at the dungeon.
east end of the attic discover an open journal that
shows a map of the downstairs vault (areas 55 and 46 - West Basement Entrance
56). Give the players a copy of this map. There is The secret trapdoor in the western cloakroom leads
also a book on divination rituals amid the sleeping down to this area.
bags. Someone tore pages out of the book. The door connecting this area to area 47 is locked.
44 - Infirmary Attic 47 - Armory
The trapdoor from area 41 leads here to this dusty The guild keeps its ample supply of weapons in this
old attic. room.
The door connecting this area to area 46 is locked.
15 ASSASSIN SCHOOL
52 - Secret Entrance 56 - Vault
The trapdoor in the music room (area 9b) leads Multiple wooden treasure chests hold the guild’s
down to this secret entrance. exorbitant wealth. At the center of the room lies the
prized Tablet of Eternity atop a plain wooden table.
53 - Secret Entrance Treasure: Guild’s Hoard. The assassin guild’s
The trapdoor from Madame Spear’s office leads hoard includes the items listed in the table below.
down to this secret entrance. ▶ 100,000 cp
54 - Vault Entrance ▶ 100,000 sp
A secret doorway in the hallway leads to this narrow ▶ 40,000 gp
hallway. ▶ 20,000 pp
Blast Doors. Three iron blast doors prevent water ▶ 300 gems worth 10 gp each
from the trap room (see area 54) from escaping into ▶ 300 gems worth 50 gp each
the greater complex. Each blast door is locked, re- ▶ 100 gems worth 100 gp each
quiring a DC 20 Dexterity saving throw using profi- ▶ 10 gems worth 500 gp each
ciency in lockpicking tools to unlock. The hidden key ▶ 2 black opals worth 1,000 gp each
in area 51 also surpasses the doors. Only a DC 25
▶ 1 ruby worth 5,000 gp
Strength (Athletics) check breaks these doors open.
Otherwise, the doors have AC 19, 50 hit points ▶ 100 art objects worth 25 gp each
(damage threshold 10), and immunity to poison and ▶ 25 art objects worth 250 gp each
psychic damage. ▶ 10 art objects worth 750 gp each
▶ 5 art objects worth 2,500 gp each
55 - Trap Room ▶ 1 jeweled gold crown worth 7,500 gp
This seemingly empty room is the first part of the ▶ 10 potions of climbing
guild’s vault. The door that leads to the vault proper
▶ 5 bags of holding
(area 55) is magically locked. There are six buttons
on the door arranged in two columns of three. Be- ▶ 2 bags of tricks
side each button is an image of a weapon. They are, ▶ 2 goggles of night
reading left to right and up to down: a dagger, mace, ▶ 2 potions of invisibility
spear, crossbow, longsword, and greataxe. When ▶ 2 ropes of climbing
the characters discover this, give the players the ▶ 1 amulet of the planes
Trap Room Handout from the appendix. ▶ 1 bracers of defense
Pressing the buttons next to mace, longsword, and ▶ 1 cloak of the manta ray
greataxe unlocks this door (as indicated by Madame
▶ 1 dancing sword
Spear’s journal as well as the students’ map of the
▶ 1 gloves of missile snaring
vault).
Trap: Alarms. Unfortunately, the correct combina- ▶ 1 headband of intellect
tion doesn’t disable the alarm trap. If anyone other ▶ 1 helm of comprehending languages
than one of the headmistresses enters the vault (or ▶ 1 luck blade
triggers the trap), it triggers a silent alarm that alerts ▶ 1 mace of terror
all three headmistresses to the intrusion. So long as ▶ 1 mantle of spell resistance
they are still alive and conscious, all three arrive in ▶ 1 potion of clairvoyance
the basement in 1d6 rounds, joined by a group of ▶ 1 robe of useful items
ten school staff members as reinforcements.
▶ 1 vial of sovereign glue
Trap: Flooded Chamber. Any other combination of
buttons pushed disables the door’s opening mech- ▶ 1 vial of universal solvent
anism for 24 hours and closes and locks the three ▶ 1 wand of secrets
doors connecting this area to area 54. Then, the Cursed Items. One out of five copper pieces in the
water from the pool directly above this room floods hoard is enchanted. The coins do not radiate magic,
into the chamber at a rate of 2 ½ feet per round (ini- as an arcanist’s magic aura spell protects them. A
tiative count 20, losing ties). The room automatically creature that removes one of these coins from the
drains itself after an hour passes. vault becomes magically cursed. Until the curse
Identifying these traps requires a successful DC ends, the target is marked; all creatures have advan-
20 Intelligence (Investigation) check. Only a suc- tage on any Wisdom (Perception) or Wisdom (Sur-
cessful DC 25 Dexterity check using proficiency in vival) checks made to find it. Returning the coins to
thieves’ tools disarms the flooding room trap. the vault removes the curse. The remove curse spell
and similar magic also removes the curse.
APPENDIX
Vault Map Handout
17 ASSASSIN SCHOOL
Trap Room Handout
Madame Spear
Medium humanoid (human), neutral
Armor Class 18 (+1 studded leather armor, shield)
Hit Points 187 (34d8 + 34)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 13 (+1) 16 (+3) 14 (+2) 15 (+2)
BONUS ACTIONS
Second Wind (Recharges on a Short or Long Rest). Madame Spear regains 25 hit points.
REACTIONS
Parry. Madame Spear adds 4 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be
wielding a melee weapon.
LEGENDARY ACTIONS
Madame Spear can take 3 legendary actions, choosing from the options below. Only one legendary action option can be
used at a time and only at the end of another creature’s turn. Madame Spear regains spent legendary actions at the start of
her turn.
Move. Madame Spear moves up to her full movement speed without provoking attacks of opportunity.
Spear. Madame Spear makes one melee attack with her spear.
Stealth (Costs 3 Actions). Madame Spear takes the Hide action.
19 ASSASSIN SCHOOL
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