TEXT: The Haunt of Hightower
  The Haunt of Hightower
  by Jackson Hyde
  by Jackson Hyde
  The Haunt of Hightower is a Ravnica one-shot designed for a
  party of four 6th-level characters, who should advance to 7th
  level by the adventure's conclusion.
  This adventure can also be used in a wider Orzhov-styled
  campaign, and if the Orzhov are antagonists, the menacing
  Haunt could be used as an excuse to case Hightower.
  This adventure could also be used in a "Villain of the
  Month" style campaign, with the Haunt just being another
  pawn in a larger villain's schemes.
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
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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 2018 by
  Jackson Hyde and published under the Community Content
  Agreement for Dungeon Masters Guild.
  Running the Adventure
  Running the Adventure
  The Haunt of Hightower is more of a collection of adventure
  notes than a full story. Those notes detail six encounters, five
  for the five levels of the Grand Basilica map on page 148 of
  Guildmaster's Guide to Ravnica, and one, of course, for the
  encounter with the Haunt. It also contains advice for
  changing the adventure to suit your players' needs.
  As you run the adventure, play upon tropes of horror. Have
  lightning flash through the stormy sky (an Izzet experiment,
  perhaps), and describe to the characters how they can feel
  something watching them.
  Plot Hooks
  Plot Hooks
  The renowned Orzhov pontiff Goriv Koba (a LE loxodon
  mage) has called upon your aid to deal with malignant spirits
  believed to be haunting the basilica of Hightower. He has
  promised a reward of 240 GP to the group and 1 renown in
  each character's chosen guild to destroy the Haunt.
  Guild-Specific Plot Hooks
  Guild-Specific Plot Hooks
  Guild
  Guild
  Plot Hook
  Plot Hook
  Azorius There are quite a few laws against having
  malignant undead in your chapel.
  Boros The Boros officers sent to deal with the threat
  have not yet returned.
  Dimir
  You were trying to sneak into Hightower when all
  this started.
  Golgari The Swarm feeds off of death, and the Haunt
  refuses to die.
  Gruul
  You want to see if your renowned strength is
  enough to best this monster.
  Izzet
  In exchange for letting you run an experiment
  close to Hightower, Koba has asked you to help
  him with this problem.
  Orzhov Koba is your superior in the guild, and has called
  upon your aid.
  Rakdos You don't known why Rakdos is so interested in
  this creature, but when your guildmaster asks
  you to do something, you do it.
  Selesnya You must exorcise this unnatural creature.
  Simic
  Admit it, you're a bit excited about what this
  creature could be.
  The Basilica
  The Basilica
  The Basilica is ornate, with stained glass windows and is
  dimly lit, its candles no longer tended due to the Haunt.
  Encounters
  Encounters
  1. Basilica
  1. Basilica
  Three indentured spirits, souls of Boros enforcers killed by
  the Haunt, lie in wait here.
  As you move closer to the altar, you hear moaning. Three
  spirits float through the walls around you, their withered arms,
  still clad in broken Boros armor, reaching out to claw you
  through a veil of drifting chains.
  If the spirits are slain, their souls can finally go to rest.
  2. Crypts and Vaults
  2. Crypts and Vaults
  One of the tombs here contains 193 GP and an Orzhov guild
  signet. These treasures belong to a wight who will attack
  intruders, and who can call upon his armor, transforming it
  into a suit of animated armor.
  As you feel the coins in your hands, you hear a raspy breath
  behind you. An undead warrior rises, its armor standing up
  with it.
  If the party takes any of the treasures, they must succeed on a
  DC 10 Charisma (Deception) check to still get paid.
  1
  THE HAUNT OF HIGHTOWER
  
  3. Spire Level 1
  3. Spire Level 1
  Two human Orzhov priests whose minds have been
  dominated by minions of the Haunt are here.
  Two Orzhov priests stand here. "Good," you say. "Helpers!"
  But the priests simply turn to you with blank expressions,
  weapons raised.
  The weapon of the second priest is actually a +1 mace. Koba
  understands if the players had to kill them.
  4. Spire Level 2
  4. Spire Level 2
  This room contains two winged thrull servants of the minion
  priests below, which call upon a rug of smothering to aid
  them.
  The two winged, fleshbag servants, thrulls, in this chamber
  have clearly been alerted by combat below. One of them uses
  a powerful ritual, calling the carpet at your feet into a writing
  semblance of life.
  Koba will indeed make the party members pay 3 GP for "rug
  repairs."
  5. Spire Level 3
  5. Spire Level 3
  Two gargoyles lie in wait here. The gargoyles are dark
  progeny of the Haunt, and are undead, not elementals.
  This room appears to be empty. As you open a window to
  check for surprises, the two stone gargoyles on the patio
  animate and attack!
  The door into the belfry is inscribed with a glyph of warding,
  which takes a DC 15 Intelligence (Investigation) check to
  spot. Any creature who goes within 5 ft. of the door triggers
  the glyph.
  When triggered, the glyph erupts with magical energy in a
  20-foot-radius sphere centered on the glyph. The sphere
  spreads around corners. Each creature in the area must
  make a Dexterity saving throw. A creature takes 5d8 radiant
  damage on a failed saving throw, or half as much damage on
  a successful one.
  The Haunt of Hightower
  The Haunt of Hightower
  The belfry is a 20 ft. by 20 ft. square, with a 5 ft. by 5 ft. bell in
  the middle and 3 ft. tall ornate fences connecting the pillars
  of the pagoda-like chamber. The Haunt of Hightower, a
  unique breed of vampire, waits here, using its turn to either
  push people into the bell or fly away after clawing and biting
  at them.
  It takes several minutes to climb up the winding staircase that
  leads to the belfry. When at last you open it, nothing is there
  but a large bell and flickering candles. You get the feeling that
  you're being watched...
  The Haunt is waiting for them up here, surprising any
  character with passive Perception 14 or lower.
  The Bell
  The Bell
  Any creature can use an action to make a Strength Check,
  with the DC being equal to the Armor Class of the target,
  which must would be within 5 ft. of both the creature and the
  bell.
  On a success, the target is pushed into the bell, which is
  considered Difficult Terrain. Any creature in the bell takes
  1d4 bludgeoning damage and 1d4 thunder damage on the
  start of each of its turns. Creatures in the bell also take this
  damage whenever damage is dealt to the bell, which has AC
  14 and 20 hit points. If the bell is destroyed it stops being
  difficult terrain.
  Other Encounters
  Other Encounters
  The encounters detailed here are all combat oriented, and
  also leave a lot of the Grand Basilica empty. This makes
  social and puzzle-oriented encounters easy to insert.
  You could also shift the locations of encounters, or have the
  party first encounter the Haunt in its coffin in the crypts (it is
  a vampire, after all) then have it flee for the belfry.
  Example Puzzle-Oriented Encounter
  Example Puzzle-Oriented Encounter
  One of the tombs in the "Crypts and Vaults" section belongs
  to an advokist with a sense of humor who wanted their riches
  to be available to smart treasure-seekers.
  A gold plaque decortes the vault door.
  I SEE THAT YOU HAVE FOUND MY TOMB.
  ANSWER A RIDDLE AND MY TREASURE SHALL BE YOURS:
  WHAT LOSES ITS HEAD IN THE MORNING AND GETS IT
  BACK AT NIGHT?
  With the correct answer ("A pillow") the vault door swings
  open, revealing a trove of 97 GP, a skyblinder staff, and a
  spell scroll of prayer of healing.
  Example Social Encounter
  Example Social Encounter
  The party finds the janitor (N goblin commoner), who warns
  them about the dangers in the spire with a successful DC 10
  Charisma (Persuasion) check.
  Conclusion
  Conclusion
  When the Haunt dies, the spirits in Encounter 1 fade into the
  afterlife, Encounter 3 and 4's Orzhov members cease to be
  hostile, and Encounter 5's gargoyles are petrified. Koba is
  good on his word, paying the party members the promised
  rewards.
  2
  THE HAUNT OF HIGHTOWER
  
  The Haunt of Hightower
  The Haunt of Hightower
  The Haunt is a Ravnican vampire that "drains vitality from
  those that it touches." The creature's card can by found in the
  Ravnica Allegiance set of the Magic: the Gathering card
  game.
  3
  The Haunt of
  The Haunt of
  Hightower
  Hightower
  Medium undead, chaotic evil
  Armor Class
  Armor Class 15 (natural armor)
  Hit Points
  Hit Points 73 (10d8 + 28)
  Speed
  Speed 30 ft., fly 50 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  11 (+0) 13 (+2) 15 (+3) 13 (+2) 10 (+0) 9 (-1)
  Senses
  Senses darkvision 120 ft., passive Perception 10
  Languages
  Languages Abyssal, Common
  Challenge
  Challenge 6 (2,300 XP)
  Feast on Fear.
  Feast on Fear. Whenever the Haunt moves, if at least
  one creature within a 30 ft. radius of it is
  frightened, it regains 2 (1d4) hit points.
  Shadow Stealth.
  Shadow Stealth. While in dim light or darkness, the
  Haunt can take the Hide action as a bonus action.
  Sunlight Weakness.
  Sunlight Weakness. While in sunlight, the Haunt has
  disadvantage on attack rolls, ability checks, and
  saving throws.
  Actions
  Multiattack.
  Multiattack. The Haunt makes two attacks, only one
  of which can be a bite attack.
  Bite.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one willing creature, or a creature that is grappled
  by the Haunt, incapacitated, or restrained. Hit: 2
  (1d4) bludgeoning damage plus 18 (6d6) necrotic
  damage. The target's hit point maximum is reduced
  by an amount equal to the necrotic damage taken,
  and the Haunt regains hit points equal to that
  amount. The reduction lasts until the target finishes
  a long rest. The target dies if this effect reduces its
  hit point maximum to 0.
  Claw.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 4 (1d8) slashing damage and 2
  (1d4) necrotic damage. The target must succeed
  on a DC 13 Wisdom saving throw or become
  frightened and is considered grappled by the
  Haunt.
  THE HAUNT OF HIGHTOWER
  
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