## **Adventure Background**
The bandit threat in the region is no mere rabble of thieves. These outlaws have fallen under the sway of **Vecna’s whispers**, turning their plunder into fuel for cult rituals. Their leader, **Captain Veynar, the Whispered**, was once a mercenary captain, but after gouging out his left eye in a dark pact, he now sees through the gaze of the Whispered One. His camp, built around a ruined fortress, serves as both raider stronghold and shrine to Vecna’s growing influence.
The adventurers must assault the camp, destroy its leaders, and uncover what sinister plans Vecna’s agents are hatching in the region.
## **Adventure Hooks**
- **Merchant Road Raids:** Caravans vanish, with corpses later discovered missing eyes and tongues.
- **Dreams of the Whispered One:** One or more party members suffer nightmares of a one-eyed lich offering “truth.”
- **Local Plea:** A desperate village elder begs the party to eliminate the bandit menace before their harvest is stolen.
- **Vecna Tie-In:** A captured cultist mutters that “The Hand is coming…” foreshadowing your larger Vecna arc.
## **The Bandit Camp**
The camp is located in a forest ruin once used as a border watchtower. It is now desecrated, its walls lined with skulls carved with eye-symbols, and the very air carries a **low, constant whisper**.
**Aura of Whispers:** Within 200 feet, creatures must succeed on a DC 15 Wisdom saving throw when they complete a long rest, or gain **1 level of exhaustion** as dreams gnaw at their sanity.
### **Camp Layout**
- **Outer Barricades:** Wooden palisades with spikes, watchfires, and two crude towers (archers inside).
- **Courtyard:** Bandit tents, a slave cage, and ritual circles drawn in ash and blood.
- **Ruined Tower (Keep):** Command post where Captain Veynar and cult leaders perform rites to Vecna. An altar bearing the cursed amulet sits here.
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## **The Approach (Skill Challenge)**
**Goal:** Approach the camp unnoticed or prepared.
- **4 successes before 2 failures (DC 18).**
- Skills: _Stealth, Perception, Survival, Arcana (spotting glyphs), Deception (posing as mercenaries), Intimidation (scaring off scouts)._
**Success:** PCs bypass some guards and surprise the camp.
**Failure:** The alarm is raised — undead rise earlier and the boss fight begins with reinforcements.
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## **Combat Encounters**
### **Wave 1: Outer Defences**
- **8 × Whispered Veterans** (Veteran stat block, MM p. 350; replace one longsword attack with Necrotic Strike: +6 to hit, 1d8+4 necrotic).
- **2 × Whispered Mages** (Mage stat block, MM p. 347; replace Fireball with Blight).
- **Tactics:** The mages focus Blight on the weakest PC; veterans form shield walls at choke points.
### **Wave 2: Courtyard**
- **4 × Wights** patrolling.
- **Terrain Features:** Ash circles (10 ft radius) that, when stepped in, trigger a **Whispered Surge**: DC 16 Wis save or take 2d8 psychic damage and be frightened until end of next turn.
### **Wave 3: The Tower — Boss Battle**
#### **Captain Veynar, the Whispered**
_Medium humanoid (any), chaotic evil_
**Armor Class:** 18 (breastplate, cloak of Vecna’s blessing)
**Hit Points:** 210 (20d8+120)
**Speed:** 30 ft.
**STR 20 (+5), DEX 14 (+2), CON 22 (+6), INT 12 (+1), WIS 14 (+2), CHA 16 (+3)**
**Saving Throws:** Str +10, Con +11, Wis +7
**Skills:** Intimidation +8, Athletics +10
**Damage Resistances:** necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
**Condition Immunities:** frightened, charmed
**Senses:** darkvision 60 ft., passive Perception 12
**Languages:** Common, Abyssal, Infernal
**CR:** 15 (13,000 XP)
### **Traits**
- **Multiattack.** Veynar makes 3 attacks with his Serrated Greatsword.
- **Serrated Greatsword.** +10 to hit, 10 ft reach, 2d8+6 slashing + 2d8 necrotic.
- **Command the Dead (Recharge 5–6).** Bonus action: one undead ally within 60 ft makes an immediate attack.
- **Vecna’s Eye (Bloodied).** When reduced to half HP, Veynar reveals his cursed eye:
- **Aura of Whispered Sight (30 ft):** Enemies have disadvantage on attack rolls while in the aura.
- Gains advantage on saving throws against spells.
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### **Legendary Actions (2 per round)**
- **Attack.** Veynar makes one greatsword attack.
- **Whispered Command.** One creature Veynar can see makes a DC 17 Wis save or immediately uses its reaction to strike an ally.
- **Move.** Veynar moves up to half his speed without provoking opportunity attacks.
### **Additional Enemies in the Tower**
- **2 × Cult War Priests** (use War Priest, MT p. 218; or buffed Cult Fanatics).
- **2 × Wights**.
## **Treasure**
- **Eye-Marked Amulet (Cursed, Rare).**
- Grants **Truesight 30 ft.** while worn.
- Each dawn, wearer makes a DC 16 Wisdom saving throw. On a failure:
- Gain 1 level of exhaustion.
- Must speak at least one lie or betrayal daily, compelled by Vecna’s whispers.
- Gold, weapons, and maps of **other cult cells**.
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## **Scaling Notes**
- **Easier:** Remove 2 Veterans and 1 Wight; lower Veynar’s HP to 180.
- **Harder:** Add a **Death Knight lieutenant** in the tower (Vecna’s chosen champion).
## **Aftermath**
- Villagers cheer as the bandit menace ends.
- Survivors speak of **“The Hand’s Dominion”**, tying into Big Tony or Zargathax.
- Vecna himself notices the party. In future dreams, they hear his laughter.