How to Finally Return the Letter to Someone in the Ardura Caravan Without Getting Lost

How to Finally Return the Letter to Someone in the Ardura Caravan Without Getting Lost

You've probably been staring at that crumpled piece of paper in your inventory for hours. It’s a common frustration in Dragon’s Dogma 2. You pick up a quest, someone hands you a missive, and suddenly you’re expected to track down a moving target in a world that doesn’t believe in GPS. If you’re trying to return the letter to someone in the Ardura caravan, you’ve likely realized the map marker is less of a guide and more of a vague suggestion.

It’s annoying. I get it.

The quest "The Provisioner’s Plight" starts simple enough in Melve. Geoffrey needs help. He’s stressed. He wants you to deliver a note to a guy named Ian. But Ian isn’t standing still like a normal NPC. He’s part of a supply line. This isn't just a fetch quest; it's a lesson in how the game handles persistence and NPC schedules. If you miss the window, you're left wandering the dirt paths of Vermund wondering if you've broken the game. You haven't. You just need to understand the rhythm of the road.

Why the Ardura Caravan is So Hard to Pin Down

The game doesn't explicitly tell you that the "Ardura Caravan" isn't a permanent fixture in one spot. It moves. It’s a group of oxcarts and guards making their way between Melve and Vernworth, or sometimes just hunkering down at a campsite.

When you are tasked to return the letter to someone in the Ardura caravan, the "someone" is almost always Ian. Ian is usually found hovering near the oxcart station just outside the entrance of Melve or slightly further down the road toward the Borderwatch Outpost. The problem? If a monster attacks the caravan—which happens constantly in this game—the NPCs scatter. A stray Griffin or a pack of Goblins can send your delivery target sprinting into the woods or, worse, into a ditch where they might actually die.

I’ve seen players spend three in-game days waiting at the gates of Melve because the quest marker said the caravan was "right there." It wasn't. The marker was tracking the caravan's intended destination, not its current physical coordinates. This is a nuance of the RE Engine's AI processing. NPCs have "home" routines, but they are physically simulated. If they get stuck behind a rock, the quest marker might still point to where they are supposed to be.

Finding Ian: The Step-by-Step Reality

Don't just run blindly.

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First, check the road leading North out of Melve. Usually, Ian is standing near the large wooden gate where the oxcarts park. He’s wearing basic soldier-tier armor, nothing flashy. He looks like every other guard, which is a massive design headache for players who aren't paying close attention.

If he isn't there, look for the campfire icons on your map. Caravans often stop to rest at night. If you’re looking for him during a thunderstorm or at midnight, he’s likely crouching by a fire trying not to get eaten by phantoms.

Honestly, the easiest way to trigger the encounter is to rest at the Melve inn or a nearby bench to reset the NPC positions. This "teleports" the caravan back to its scripted starting point. Once you see the oxcart, Ian is usually within ten paces of it. Walk up to him. You won't get a massive "QUEST GIVER" icon over his head. You have to initiate the conversation manually.

The Provisioner’s Plight: More Than Just a Letter

A lot of people think this quest is just about the letter. It’s not. It’s actually a two-part logistics nightmare. Before you can even return the letter to someone in the Ardura caravan, Geoffrey usually asks for supplies. Specifically, Harspud Roborants.

You can craft these. Or you can find them. But if you show up to Ian with the letter and you haven't finished the supply part of the quest, the dialogue might not trigger correctly. This is a common "soft lock" feeling that trips up newer players.

  • Harspud Roborant Recipe: Combine a Greenwarish (or Syrupwort Leaf) with a Harspud.
  • Alternative: Combine Fruit Roborant with a Harspud.

Make sure these are in your inventory before you go hunting for the caravan. There is nothing worse than trekking through a pack of Saurians, finding Ian, and realizing you have to run all the way back to a crafting station because you’re one ingredient short.

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What Happens if Ian is Dead?

This is the "expert" level of trouble. In Dragon’s Dogma 2, NPCs can die. If a stray cyclops wandered into the caravan while you were busy picking flowers, Ian might be a corpse.

If you’ve searched the road and the marker is hovering over a patch of empty dirt, you need to head to the morgue in Vernworth. The Vermund Charnel House is where the bodies of "important" NPCs go. You’ll have to pay a small fee to the attendant to look for Ian. If he’s there, you’ll need a Wakestone to bring him back.

Is it worth a Wakestone just to return a letter? Probably not in the early game. But if you’re a completionist, that’s the only way to clear the quest from your log.

The Reward vs. The Effort

Let's be real: the rewards for this specific task aren't going to make you a god. You get some gold, some experience, and a few consumables. The real value is the "Affinity" boost. Returning the letter and completing the provisioner's tasks builds your reputation in Melve.

This matters later. As the story progresses, having NPCs who like you can lead to discounts or even specialized "Maister" skills for your vocations.

Also, completing this early opens up the usage of the Oxcart system more reliably. Until you help out the local logistics, the carts feel more like a death trap than a fast-travel system.

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Common Mistakes to Avoid

Most players fail this because they treat it like a modern RPG. They expect a glowing trail on the ground. Dragon’s Dogma 2 hates glowing trails.

Don't use the "Wait" command too much. If you stand in one spot and pass time repeatedly, the caravan might cycle through its route and you'll keep missing them. Instead, walk the path. The road between Melve and the Borderwatch Outpost is short. If you walk it once, you will run into the caravan.

Also, watch out for the "Escort Quest" overlap. If you have another NPC following you, sometimes the quest priority shifts, and Ian won't give you the "hand over letter" prompt. Dismiss any temporary followers or finish their tasks first.

Practical Next Steps

To get this off your quest log right now, follow this sequence:

  1. Craft or Buy 3 Harspud Roborants. You can find the ingredients easily around the outskirts of Melve.
  2. Rest at the bench in Melve until it is morning. This resets the NPC schedules to their "Day 1" positions.
  3. Head to the North gate of Melve. Look for the oxcart. If it’s there, talk to every guard standing within 20 feet of it.
  4. Check the path to the Outpost. If Ian isn't at the gate, he’s walking. He moves slow. You move fast. You’ll catch him within two minutes of sprinting.
  5. Confirm the delivery. Once the "Give" menu pops up, select the letter.

Once Ian has the goods, the quest updates immediately. You don't necessarily have to run back to Geoffrey right away, but you should do it next time you're in Melve to claim the gold. This is one of the earliest "living world" tests the game throws at you. Passing it means you’ve finally figured out that in this game, the world doesn't wait for you—you have to catch up to it.