# THE QUIET CAMP
### A full onboarding adventure for Sordia Vignti
**Designed for:** 5 characters, level 15
**Play length:** 1 long session (or 2 short)
**Theme:** Vecna’s organisation as infrastructure
**Function:** onboarding new players + real canon discovery
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Sordia Vignti is contracted to eliminate a bandit camp responsible for a string of strange raids. The surface threat is real — but the camp conceals a hidden Vecna outpost used to catalogue prisoners, strip knowledge, and forward assets into a much larger operation.
The adventure is structured into **four acts** and **seven keyed locations**, with built-in investigation, social play, combat, discovery, and consequences.
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# BACKGROUND (DM ONLY)
This site is an **Outpost of Acquisition**. It feeds a distributed Vecna network.
It exists to identify useful individuals, extract memories, stabilise bodies and artefacts, and forward them elsewhere. Only the inner cell knows this.
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# ADVENTURE HOOK
Choose or combine:
• A trade faction hires Sordia Vignti to remove a bandit group disrupting routes.
• A string of disappearances includes people with magical or scholarly skills.
• Bodies are later found laid out, missing specific organs.
• An ally uncovers a ledger tracking people instead of gold.
The job is presented as **simple removal**.
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# ACT I – THE SURFACE CAMP
The camp lies against a jagged rock face in dense forest or broken hills.
A wooden palisade encloses a lived-in bandit settlement.
Two watch platforms.
A central fire pit.
Six to eight tents.
A prisoner cage.
A reinforced command tent.
A leaning supply hut built into stone.
At any time, **10–12 bandits** are present.
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## Arrival text
_Through the trees, smoke curls above a crude palisade of split logs driven into dirt and stone. Canvas tents cluster around a central fire pit. Crates are stacked beside a supply hut leaning against the rock face. Two watch platforms rise above the wall, each bearing an armed figure slowly scanning the forest._
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## Surface camp play
This area is deliberately open.
Let the party:
• observe patrols
• sneak inside
• ambush
• impersonate traders
• negotiate
• assault
• free prisoners
• plant distractions
• test spells and movement
This is where new players learn their characters.
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## Surface encounters
Use waves rather than one blob.
Suggested structure:
• Outer patrol (scouts + thugs)
• Interior defence (veterans + captain)
• Command tent stand-off (captain + camp mage)
They fight like criminals, not fanatics.
They retreat. They bargain. They panic.
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## The prisoner cage
Contains 3–4 captives.
Examples:
• hedge mage
• failed acolyte
• literate caravan clerk
• wounded scout
They reveal:
• prisoners are taken “below”
• gold is irrelevant
• the supply hut is forbidden
• robed figures come and go
• people sometimes scream under the camp
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## The command tent
Inside are maps, payment records, and a ledger.
The ledger tracks:
• names
• skills
• arcane aptitude
• physical notes
• dates taken
• dates transferred
Not loot.
This is the first clear pivot.
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# ACT II – THE HIDDEN ACCESS
The supply hut contains crates, a hoist, and a stone bench.
A false floor conceals a heavy iron trapdoor cut into the bedrock.
Cold air leaks from its seams.
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## Finding the entrance
• Passive Perception 18 notices airflow and temperature shift
• Investigation DC 15 finds seams and scrape marks
• Detect Magic reveals necromancy and abjuration
• Dispel Magic suppresses the alarm wards for 1 minute
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## The ward
Opening the door without suppressing the ward triggers a psychic shriek.
Effects:
• all creatures in the outpost become alert
• undead activate
• the Outpost Master begins failsafe procedures
This doesn’t end the dungeon. It changes it.
Stone stairs descend into worked tunnels.
The air becomes dry, cold, and preserved.
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# ACT III – THE VECNA OUTPOST