**Party Level:** 2
**Party Size:** 4
**Length:** 1–2 sessions
**Tone:** Low-level danger, creeping unease, slow escalation
**Structure:** Ruins → Travel → Ambush → Arrival
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## **Adventure Premise**
A dangerous relic has been recovered from ancient ruins outside **Neverwinter**. It cannot remain there — its presence is already causing disturbances. The party is hired to escort it south to **Alexandria**, where proper containment wards exist.
The relic is sealed, heavy, and inert at first glance. It is not harmless.
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## **Adventure Hooks**
Choose one.
1. **Official Escort Contract**
A Neverwinter agent offers payment (50 gp per character on delivery) and guarantees protection from legal trouble for transporting restricted artefacts.
2. **Urgent Evacuation**
A scholar stationed at the ruins insists the relic must be moved immediately — undead activity has increased since its exposure.
3. **Personal Recognition**
One party member recognises the sigils from forbidden texts, visions, or religious warnings tied to Vecna.
## **Part I: The Ruins of Blackroot Watch**
### Location Overview
A collapsed stone outpost overrun by forest growth. Roots split walls, moss coats everything, and the air feels unnaturally still. Sounds carry oddly.
### Key Areas
**Outer Yard**
- Broken stone
- Old bones, long-picked clean
- Scorch marks from failed containment magic
**Encounter (Optional, Easy):**
- 2 Skeletons
_Flavour:_ They crumble into ash on death. No special mechanics needed.
**Reliquary Chamber**
A sunken chamber beneath the ruins. At its centre sits a stone plinth bearing a sealed iron coffer etched with sigils.
**Interacting with the Relic**
- It cannot be opened.
- Carrying it requires two hands or a cart.
- The first creature to touch it must make a **DC 12 Constitution save**
- Fail: 1d4 necrotic damage and a whispered phrase in an unknown language
- Success: no damage, but a lingering chill
Once removed, the ruins feel _emptier_ — and something feels aware.
## **Part II: The Road to Alexandria**
The journey takes **three days** by road with a simple mule cart.
### Relic Pressure Rule
At the start of each travel day, roll 1d6. On a **1**, a complication occurs.
### Complication Table
1. **Restless Ground**
Shallow graves nearby rupture during camp.
- 2 Zombies emerge silently.
2. **Observers**
Hooded figures are spotted watching from the treeline. They flee if approached.
3. **Nightmares**
All characters within 30 ft of the relic make a **DC 11 Wisdom save**.
- Fail: No benefit from the long rest.
4. **Magic Distortion**
Minor spells behave strangely for an hour (purely narrative).
5. **Uneasy Calm**
No encounter — describe tension, whispers, or silence.
6. **Ambush**
Proceed to the ambush encounter below.
## **Key Encounter: Fallow Crossing Ambush**
### Setup
A narrow bridge over a shallow ravine forces the cart to slow.
### Enemies
- 1 Cult Fanatic (leader)
- Reduce HP by half
- Remove _Spiritual Weapon_
- 2 Cultists
- 1 Ash Wretch
- Use **Crawling Claw** stats
- Flavour as a twisted humanoid remnant dragging itself forward
### Tactics
- Cultists aim to seize the cart, not slaughter the party.
- The leader refers to the relic as _“the Vessel”_.
- If the fight turns against them, survivors retreat rather than fight to the death.
---
## **Part III: Arrival at Alexandria**
As the city comes into view:
- The relic grows warm
- The whispers stop entirely
- Characters feel a sense of pressure lifting
At the gates, arcane wards briefly flare. Guards are already aware of the delivery.
An arcane official takes custody of the relic without ceremony — but with urgency.
## **Resolution & Rewards**
- **50 gp per character**
- **2 Potions of Healing** (party total)
- **Alexandrian Writ of Trust**
_Once per character: advantage on a social check involving Alexandrian officials_
- Characters advance to **Level 3**
## **Future Threads (Optional)**
- Cultists mark the party as obstacles
- One character continues to dream of iron, ash, and chains
- Alexandria may request further retrievals or escorts of sealed artefacts