Adventure Overview
The Stolen Light of Dawnwatch is a complete adventure for four 3rd-level characters. It combines a haunted temple, an investigation through the countryside, and an assault on a ruined observatory. It normally takes 6½–8 hours and can be played in one long session or two shorter sessions.
The Light Stone was the symbolic heart of Dawnwatch Sanctuary, a temple devoted to Aurelia, the Lantern at the Last Door, a goddess who watches over the dead. The relic's magic quietly reinforced the seals beneath the temple. When the wizard Caldris Rook stole it, the interred dead began to wake.
The characters must destroy or pacify the undead, identify and track Caldris, and confront him at the abandoned Sunfall Observatory. Recovering the Light Stone is desirable, but returning it is not required. Once the awakened dead are put to rest, the relic may remain with a worthy new bearer.
Adventure at a Glance
| Part | Expected Time | Main Challenge |
|---|---|---|
| Act I: Dawnwatch Sanctuary | 2½–3 hours | Explore and cleanse the awakened crypts |
| Act II: The Wizard's Trail | 1–1½ hours | Investigation, travel, and optional combat |
| Act III: Sunfall Observatory | 2½–3 hours | Infiltration, magical hazards, and the finale |
Background and the Truth
For nearly three centuries, Dawnwatch's priests have tended a burial complex beneath their hilltop sanctuary. The priests teach that the Light Stone represents Aurelia's promise to guide every soul beyond the Last Door. Most believed it to be a ceremonial relic with a few useful powers. Only the high priestess knew that its presence also strengthened the crypt's ancient wards.
Caldris Rook, a talented but impatient wizard, recently found the journal of a dead astrologer named Orien Pell. The journal claims that Pell saw the location of a lost celestial vault in his final vision. Caldris intends to call Pell's spirit at Sunfall Observatory, illuminate its memories with the Light Stone, and force it to reveal the vault.
Caldris asked the temple to lend him the relic. High Priestess Elowen Sere refused because disturbing a dead soul violates the sanctuary's most sacred law. Caldris returned after midnight, used magic to distract the guards, and stole the Stone. He knew the theft might weaken the crypt wards, but convinced himself that he would return before anything serious happened.
Caldris's Schedule
- When the adventure begins: Caldris is preparing Sunfall Observatory and has not yet begun the ritual.
- After one long rest: The ritual begins. Strange beams of gold light appear over the eastern hills.
- After two long rests: Orien Pell's spirit is torn open and becomes the Umbral Memory. The final encounter begins with the creature already free, and Caldris has only 20 hit points.
- After three long rests: Caldris flees with the Light Stone while the Umbral Memory haunts the observatory. Tracking him becomes a separate adventure.
Key Characters
- High Priestess Elowen Sere: Calm, direct, and grief-stricken by the deaths of two temple guards. She prioritizes laying the dead to rest over recovering temple property.
- Captain Bren Harrow: Commander of the surviving temple guard. He is ashamed that Caldris escaped and initially treats unfamiliar adventurers with suspicion.
- Caldris Rook: Brilliant, arrogant, and certain that future discoveries will justify present harm. He is not eager to kill the party, but refuses to abandon the ritual without strong pressure.
- Orien Pell: A long-dead astrologer whose memories are being forcibly extracted. His spirit wants release, not revenge.
1. The Sanctuary in Darkness
Elowen asks the party to enter through the vestry, descend into the crypts, and destroy the awakened dead. She offers 200 gp for cleansing the sanctuary and an additional 100 gp if the party recovers the Light Stone from Caldris.
What Elowen Knows
- The thief was Caldris Rook, a wizard who visited the sanctuary three days ago.
- He wanted to question the spirit of Orien Pell, an astrologer buried east of the sanctuary long ago.
- The theft occurred last night. Two guards were killed by undead shortly afterward.
- Three groups of undead are active below: old temple guardians, common dead in the ossuary, and Warden Ysabet in the sealed crypt.
- Restoring the Stone would suppress the undead, but destroying or peacefully laying them to rest will end the threat permanently.
Elowen gives the party two flasks of holy water and the Sun-Sigil Key, which opens the lower crypt. She remains outside to protect villagers and cannot accompany the party.
2. Dawnwatch Sanctuary
The sanctuary has five keyed areas. Ceilings are 12 feet high, doors are unlocked unless noted, and wall sconces are dark. The undead do not coordinate between areas, allowing the party to face them in manageable groups.
- Vestry Entrance: Safe entry and evidence of Caldris's theft.
- Hall of Procession: Six skeletons attack in two waves.
- Ossuary of Quiet Hands: Four zombies rise among the burial shelves.
- Sanctuary of Names: Safe chamber, clues, and a short-rest location.
- Crypt of the Last Warden: Warden Ysabet and the broken seal.
Area 1: Vestry Entrance
Caldris entered through a high window, crossed the vestry, and removed the Stone from its pedestal. The following clues require no roll if the characters search:
- A torn scrap of gray wool from Caldris's traveling cloak clings to the window latch.
- Fine red clay marks his boots. The same clay is common on the eastern road.
- A burned note in the brazier still bears the words “Pell,” “Sunfall,” and “second lens.”
A locked donation coffer contains 38 gp. Elowen allows the party to use it only for sanctuary repairs or burial rites. Picking it requires a DC 15 Dexterity check with thieves' tools.
Area 2: Hall of Procession
Four skeletons attack when the characters reach the middle of the hall. Two more drop from high niches at the beginning of round three. A character with passive Perception 13 or higher spots those two before combat and prevents them from gaining advantage on their first attack.
- Two skeletons fire shortbows from the choir balcony, which provides half cover.
- A character adjacent to the balcony rope can use an action to cut it, dropping a curtain on one creature below. The target must succeed on a DC 12 Dexterity save or become restrained until it uses an action to escape.
- Presenting Elowen's Sun-Sigil Key and succeeding on a DC 13 Charisma (Religion or Persuasion) check causes one skeleton to hesitate and lose its next turn.
Area 3: Ossuary of Quiet Hands
Four zombies rise. Two animate immediately and two at the end of round one. The brazier can be relit by pouring in a flask of oil and using an action to ignite it. Once lit, undead that begin their turn within 10 feet of it take 3 radiant damage.
A burial attendant's cabinet contains a potion of healing, a healer's kit with five uses, and a silver sun disk worth 25 gp. The disk is funerary property, but Elowen permits the party to keep it if they return the Light Stone.
Area 4: Sanctuary of Names
This quiet memorial room is protected by older magic. Undead cannot enter unless a living creature attacks from within it. The characters may safely take a short rest here.
A mosaic shows Aurelia holding a lantern above a kneeling armored woman. Gold letters identify the woman as Ysabet Morn, Last Warden of Dawnwatch. A nearby inscription reads: “Name the dead, honor their watch, and let the lantern close the door.”
A character who studies the mosaic and succeeds on a DC 12 Intelligence (Religion or History) check remembers the correct rite: speak Ysabet's full name, thank her for guarding the dead, then close the bronze lantern beside her sarcophagus. This can weaken or end the next encounter.
Area 5: Crypt of the Last Warden
Ysabet Morn, the Last Warden believes every living creature is an escaping spirit. She attacks unless a character immediately addresses her by name or displays the Sun-Sigil Key.
Ending the encounter peacefully
A character can use an action to attempt one step of the memorial rite. No character can attempt more than one step per round.
- Name the Warden: Speak “Ysabet Morn, Last Warden of Dawnwatch.” No check is required if the party read the mosaic; otherwise DC 13 Intelligence (Religion).
- Honor her watch: DC 13 Charisma (Persuasion or Religion). On a failure, that character takes 5 (1d10) psychic damage.
- Close the lantern: A character adjacent to the sarcophagus uses an action and succeeds on a DC 12 Strength or Dexterity check.
Each completed step reduces Ysabet's Armor Class by 1. Completing all three ends combat immediately; Ysabet salutes, dissolves into warm light, and leaves her sword hilt behind. If destroyed normally, she also passes on and the crypt becomes still.
3. Following the Stolen Light
Once the sanctuary is safe, the party must determine where Caldris went. They already have enough clues to identify Sunfall Observatory, but investigation reveals its location, defenses, and secret entrance.
Questioning the Temple Guard
Captain Bren saw Caldris flee east on a gray horse. A successful DC 12 Charisma (Persuasion) check gets Bren to admit that Caldris used the phrase “the dawn sees what the sun forgets” while opening a magically locked door during an earlier visit. This is the observatory's old passphrase.
Searching Caldris's Rented Room
Caldris rented a room at the Lantern's Rest, half a mile from the sanctuary. The owner lets the party search after hearing Elowen's account. The room contains:
- A charcoal map showing Sunfall Observatory eight miles east.
- A sketch of a drainage culvert beneath the observatory's western wall.
- Receipts for lamp oil, silver wire, chalk, and two suits of old ceremonial armor.
- A letter revealing his motive: “Pell saw the vault. One hour beneath the Light Stone, and three hundred years of silence will finally become useful.”
Reading the Trail
The route crosses dry hills broken by stands of juniper. Run the journey as a four-success skill challenge. The party fails after three failures. A character must describe a useful approach before making a check, and the same skill cannot be used twice in a row.
- DC 12 Wisdom (Survival): Follow horseshoe marks through red clay.
- DC 12 Wisdom (Perception): Spot broken branches, chalk marks, or reflected light.
- DC 13 Intelligence (Arcana): Trace faint radiant residue left by the Stone.
- DC 13 Intelligence (Investigation) or Charisma (Persuasion): Question charcoal burners along the road.
- Creative magic: A relevant spell can earn an automatic success if it meaningfully solves part of the problem.
On success, the party finds the western culvert and reaches the observatory unnoticed. On failure, they still arrive, but Caldris's sentries are alert and the party cannot surprise them.
Road Encounter: The Light-Touched Dead
Two gravebound hounds and two zombies prowl around a wrecked pilgrim cart. They attack living creatures on sight. The encounter reinforces the widening consequences of the theft and helps the adventure reach its intended running time. The cart contains 24 gp, two silvered arrows, and a potion of healing.
4. Sunfall Observatory
The ruined observatory stands on a ridge, its brass dome split open like a cracked egg. Unless the party failed the trail challenge, Caldris does not know they are coming.
- Outer Court: Two animated armors guard the main door.
- Western Culvert: A cramped secret route that bypasses the armors.
- Hall of Lenses: A radiant beam puzzle and magical hazard.
- Preparation Room: Caldris's notes, treasure, and a safe short rest.
- Orrery Chamber: Caldris, the Light Stone, and Orien Pell's tortured spirit.
Area 1: Outer Court
Two animated armors attack anyone who approaches within 20 feet without speaking the passphrase, “The dawn sees what the sun forgets.” They do not pursue beyond the court. A character can also deactivate one armor with the dispel magic spell or a successful DC 15 Intelligence (Arcana) check made while adjacent to it.
Area 2: Western Culvert
The culvert is hidden beneath thorny brush and can be found automatically with Caldris's sketch, or with a DC 14 Wisdom (Perception or Survival) check. Medium creatures must squeeze through the first 15 feet. It emerges in the Preparation Room and bypasses Areas 1 and 3.
A thin silver alarm wire crosses the tunnel. Spotting it requires passive Perception 13 or a DC 13 Wisdom (Perception) check. Breaking it alerts Caldris and causes one animated armor to arrive in the Orrery Chamber at the end of round two.
Area 3: Hall of Lenses
The beam deals 7 (2d6) radiant damage to a creature that enters it for the first time on a turn or starts its turn there. The lenses can be rotated with an action and a DC 12 Strength check.
To open the door safely, the characters must direct the beam through all three lenses and onto the sun emblem above the door. Allow Intelligence (Arcana or Investigation) checks:
- DC 11: Determine which lens must move first.
- DC 13: Align a lens perfectly without entering the beam.
- Three successful alignments: The door opens and the beam shuts off.
Forcing the door requires a DC 18 Strength check and alerts Caldris. Speaking the old passphrase opens it immediately, but does not disable the beam.
Area 4: Preparation Room
Worktables are crowded with star charts, copper bowls, and ink-stained notes. This room is safe and can be used for a short rest if the alarm was not raised.
Caldris's ritual notes reveal three important facts:
- The spirit will be held by three silver focus pylons.
- Breaking or disabling two pylons will collapse the binding circle.
- The Light Stone can release the spirit without harming it if its radiant blast is fired into the central lens while the circle is broken.
A locked iron box (DC 14 Dexterity with thieves' tools) contains 62 gp, a pearl worth 50 gp, a spell scroll of protection from evil and good, and Caldris's spellbook. The spellbook contains the spells in his statistics plus comprehend languages, detect magic, find familiar, and knock.
5. The Orrery Chamber
Talking to Caldris
Caldris begins hostile but does not attack immediately unless the party did. He believes he can control the ritual for another ten minutes. The characters can change his mind through roleplay:
- Showing proof of the deaths at Dawnwatch lowers the DC of checks against him by 2.
- A successful DC 14 Charisma (Persuasion or Intimidation) check makes him pause the ritual and listen.
- Two total successes before two failures convince him to shut down the circle. He surrenders the Stone but asks to copy Pell's final words.
- A failed check destabilizes the ritual. After two failures, the Umbral Memory tears free and initiative begins.
Running the Final Battle
If combat begins before the spirit is free, Caldris fights alone at first. At initiative count 20 of round two, the Umbral Memory manifests beside the central lens. It attacks the nearest conscious creature, including Caldris. Once it harms him, Caldris realizes his mistake and can be persuaded to help with a DC 12 Charisma check made as an action.
- Focus pylons: Each pylon has AC 12, 10 hit points, immunity to poison and psychic damage, and resistance to nonmagical damage. A character adjacent to a pylon can disable it with an action and a DC 13 Intelligence (Arcana) or Dexterity (thieves' tools) check.
- Breaking the circle: When two pylons are destroyed or disabled, the Umbral Memory loses Shadow Slip and Caldris loses access to the Stone's powers until he takes an action to remove it from the central mechanism.
- Freeing Orien: After the circle breaks, a radiant blast from the Light Stone fired into the central lens destroys the Umbral Memory immediately. A cleric or paladin can instead use an action, expend a spell slot, and succeed on a DC 13 spellcasting ability check to release him.
- Reaching the Stone: Removing it from the mechanism requires an action. A creature that does so must succeed on a DC 12 Constitution save or take 5 (1d10) radiant damage.
- Falling stars: At initiative count 20 each round after the Memory appears, a random 10-foot square flashes. Creatures there make a DC 12 Dexterity save, taking 5 (1d10) radiant damage on a failure.
Possible Outcomes
- Caldris defeated: He surrenders at 10 hit points or fewer if the party offers quarter. He can be returned to Elowen for judgment.
- Caldris persuaded: He helps collapse the ritual, relinquishes the Stone, and accepts responsibility, though he still argues that his research had value.
- Orien released: The spirit whispers, “No vault is worth becoming a jailer,” before passing on. Each character gains inspiration.
- Orien destroyed: The ritual ends, but his spirit is lost. Caldris becomes shaken and silent.
The Light Stone
Light Stone
Wondrous item, rare (requires attunement)
This smooth, palm-sized stone resembles pale amber with a point of golden light suspended at its center. While attuned to it, a creature gains the following benefits:
- Guiding Light. The wielder can cast the light cantrip from the Stone at will.
- Day's Revelation. The wielder can cast daylight from the Stone once. This property recharges daily at dawn.
- Radiant Blast. Three times per day, the wielder can use an action to target one creature it can see within 60 feet. The target must make a DC 13 Constitution saving throw. On a failed save, it takes 9 (2d8) radiant damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and is not blinded. All expended uses recharge daily at dawn.
The Light Stone is not sentient, but its inner glow brightens when used to protect the living or bring peace to the dead. It dims when used to coerce a spirit.
6. Conclusion and Rewards
If the undead at Dawnwatch are destroyed or laid to rest, the sanctuary is safe even without the Light Stone. Elowen pays the promised 200 gp. If the party also brings back Caldris or convincing proof that his ritual has ended, she pays the additional 100 gp.
Who Keeps the Stone?
- Return it: Elowen installs the Stone in a more secure reliquary. She grants the party three potions of healing and promises sanctuary aid in the future.
- Keep it openly: If the party resolved Ysabet's encounter peacefully and released Orien, Elowen accepts that the relic has found active guardians. She asks its bearer to use it for the dead as well as the living.
- Keep it by deception: Elowen cannot prove the party has it, but Captain Bren becomes suspicious. This may create a future rival or investigation.
- Leave it at Sunfall: The observatory becomes a beacon visible for miles. Scholars, thieves, and undead soon begin seeking it.
Creature Statistics
These compact statistics include everything needed to run the adventure.
Skeleton
Medium undead, lawful evil
Armor Class 13 Hit Points 13 (2d8 + 4) Speed 30 ft.
STR 10 (+0), DEX 14 (+2), CON 15 (+2), INT 6 (−2), WIS 8 (−1), CHA 5 (−3)
Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9 Challenge 1/4 (50 XP)
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Zombie
Medium undead, neutral evil
Armor Class 8 Hit Points 22 (3d8 + 9) Speed 20 ft.
STR 13 (+1), DEX 6 (−2), CON 16 (+3), INT 3 (−4), WIS 6 (−2), CHA 5 (−3)
Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Challenge 1/4 (50 XP)
Undead Fortitude. When damage reduces the zombie to 0 hit points, it makes a Constitution save with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, it drops to 1 hit point instead.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Animated Armor
Medium construct, unaligned
Armor Class 18 Hit Points 33 (6d8 + 6) Speed 25 ft.
STR 14 (+2), DEX 11 (+0), CON 13 (+1), INT 1 (−5), WIS 3 (−4), CHA 1 (−5)
Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft., passive Perception 6 Challenge 1 (200 XP)
Antimagic Susceptibility. The armor is incapacitated while in an antimagic field. If targeted by dispel magic, it must succeed on a Constitution save against the caster's spell save DC or fall unconscious for 1 minute.
Actions
Multiattack. The armor makes two slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Gravebound Hound
Medium undead, unaligned
Armor Class 13 Hit Points 18 (4d8) Speed 40 ft.
STR 14 (+2), DEX 15 (+2), CON 11 (+0), INT 3 (−4), WIS 12 (+1), CHA 6 (−2)
Skills Perception +3 Damage Immunities poison Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13 Challenge 1/2 (100 XP)
Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and is not incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 2 (1d4) necrotic damage.
Ysabet Morn, Last Warden
Medium undead, lawful neutral
Armor Class 14 Hit Points 45 (6d8 + 18) Speed 0 ft., fly 40 ft. (hover)
STR 7 (−2), DEX 16 (+3), CON 16 (+3), INT 10 (+0), WIS 14 (+2), CHA 15 (+2)
Saving Throws Wis +4 Damage Resistances acid, cold, fire, lightning, thunder; nonmagical bludgeoning, piercing, and slashing
Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12 Challenge 2 (450 XP)
Incorporeal Movement. Ysabet can move through creatures and objects as difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
Actions
Broken Spectral Sword. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage.
Warden's Rebuke (Recharge 5–6). Each living creature within 10 feet must make a DC 12 Wisdom save, taking 7 (2d6) psychic damage and becoming frightened until the end of its next turn on a failure, or taking half damage without being frightened on a success.
Caldris Rook
Medium humanoid, neutral
Armor Class 13 (16 with mage armor) Hit Points 42 (7d8 + 7) Speed 30 ft.
STR 9 (−1), DEX 16 (+3), CON 12 (+1), INT 17 (+3), WIS 12 (+1), CHA 13 (+1)
Saving Throws Int +5, Wis +3 Skills Arcana +5, Investigation +5 Senses passive Perception 11 Challenge 2 (450 XP)
Spellcasting. Caldris is a 4th-level spellcaster (spell save DC 13, +5 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): fire bolt, mage hand, minor illusion, ray of frost
1st level (4 slots): mage armor, magic missile, shield, thunderwave
2nd level (3 slots): misty step, scorching ray, web
Light Stone. While he holds the Stone, Caldris can use its properties. He begins the encounter with two radiant blasts remaining and his use of daylight expended.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Reactions
Desperate Deflection (1/Day). When Caldris fails a Constitution saving throw against a radiant effect, he can reroll it.
Umbral Memory of Orien Pell
Medium undead, neutral evil
Armor Class 13 Hit Points 36 (8d8) Speed 0 ft., fly 40 ft. (hover)
STR 6 (−2), DEX 16 (+3), CON 11 (+0), INT 14 (+2), WIS 13 (+1), CHA 15 (+2)
Damage Vulnerabilities radiant Damage Resistances acid, cold, fire, lightning, thunder; nonmagical bludgeoning, piercing, and slashing
Damage Immunities necrotic, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11 Challenge 2 (450 XP)
Shadow Slip. While at least two focus pylons function, the Memory can move through creatures and objects as difficult terrain without taking damage.
Unstable Targeting. At the start of its turn, the Memory attacks whichever conscious creature is closest. If two are equally close, determine the target randomly.
Actions
Stolen Memory. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (2d8) psychic damage, and the target cannot take reactions until the start of its next turn.
Vision of the Void (Recharge 5–6). One creature within 30 feet must succeed on a DC 12 Wisdom save or take 10 (3d6) psychic damage and be frightened until the end of its next turn. On a success, it takes half damage and is not frightened.
Scaling the Adventure
- Three characters or a fragile party: Use four skeletons, three zombies, and one animated armor. Reduce Ysabet and the Umbral Memory to 30 hit points each. Caldris has only one 2nd-level spell slot remaining.
- Five characters or an experienced party: Use eight skeletons, five zombies, and three animated armors. Increase Ysabet to 55 hit points and the Umbral Memory to 45 hit points.
- Party lacks radiant damage: Elowen provides one additional flask of holy water, and the consecrated brazier deals 5 radiant damage instead of 3.
- Finale is becoming overwhelming: Have the Memory strike Caldris, who immediately uses his action to disable a pylon and calls for a truce.
- Finale is too easy: The ritual flashes on initiative count 20 during round three, reactivating one disabled pylon unless a character uses a reaction and succeeds on a DC 13 Intelligence (Arcana) check.
One-Page GM Reference
- Goal: Cleanse Dawnwatch, track Caldris Rook, end the ritual, and decide the Light Stone's fate.
- Truth: Caldris stole the relic to force a dead astrologer to reveal a celestial vault.
- Temple encounters: Six skeletons, four zombies, then Ysabet Morn.
- Temple solution: Name Ysabet, honor her watch, and close the bronze lantern.
- Key trail clues: Red clay, burned “Pell/Sunfall” note, rented-room map, western culvert, passphrase.
- Passphrase: “The dawn sees what the sun forgets.”
- Observatory routes: Main door and animated armor; western culvert and alarm wire.
- Finale solution: Disable two pylons, remove the Stone, then blast the central lens to free Orien.
- Rewards: 200 gp for Dawnwatch, 100 gp for ending the ritual, treasure, and possibly the Light Stone.
- Expected duration: 6½–8 hours; the road encounter is part of the default adventure but can be cut if the session is running long.
