**Party Level:** 2 **Party Size:** 4 **Length:** 1–2 sessions **Tone:** Low-level danger, creeping unease, slow escalation **Structure:** Ruins → Travel → Ambush → Arrival --- ## **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. --- ## **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