White Lantern Shrine
| White Lantern Shrine | |||||||
| the white lantern · Phil's contact's location | |||||||
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| Location | |||||||
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The White Lantern Shrine is the half-ruined wayshrine on the freight road, “a few miles from Aurelia’s outer approaches” [1] and on Aurelia’s north entrance [5] — the side of the city facing the party’s approach from the north and consistent with the DM-corrections register’s “Aurelia is south” canon. Phil Flowerforge’s contact Hett Varn — a red-headed dwarf with forehead goggles — meets travellers there. Code phrase: “Phil sent you.” Phil named it as the rendezvous point in session 15; the party set sail toward it from the Eldwythe Sewers outflow at the end of session 16, a journey the DM estimated at roughly three days of sailing [4]. By the end of s17 the party are approximately half a day’s sail from the Shrine, with combat against the Rimeclaw Skulker still active on the cold-water reef line in the southern stretch of the Sapphire Sea.
Overview
The White Lantern Shrine is a half-ruined wayshrine on the freight road, “a few miles from Aurelia’s outer approaches” [1]. Per Phil Flowerforge, the shrine is “mostly” used by “labor weapons and supply carts that stop there sometimes before entering the city” [1]. Hett Varn “has a tendency of stopping by there” — Phil sends the party to meet him here with a handwritten note and the code phrase “Phil sent you” [2]. As of the end of session 16, the party is sailing on a small skiff to meet Hett — the red-headed dwarf with forehead goggles who lives in Ash Ward of Aurelia and is Phil’s safe-house contact for getting the party into the city.
Geography and appearance
Half-ruined wayshrine on the freight road, a few miles from Aurelia’s outer approaches [1]. Direction from Aurelia: “a bit north towards the coast” [4] and specifically on Aurelia’s north entrance per Hugo’s reading of the map at [5] — “the outskirts of Irelia on the north entrance of it”. Travel from the Eldwythe Sewers outflow by skiff: roughly three days of sailing [4]; by the end of s17 the party are approximately half a day’s sail from the Shrine, with the Rimeclaw Skulker combat still active on the southern frost-zone reef line. The Shrine’s placement is consistent with the DM-corrections register’s “Aurelia is south” canon — Aurelia is south of the party’s pre-voyage position, and the Shrine sits on the north entrance, i.e. the side of the city facing the party’s approach.
Inhabitants
- Hett Varn — red-headed dwarf with forehead goggles; tinkerer; lives in Ash Ward of Aurelia. Code phrase: “Phil sent you” [2].
History in the campaign
- Session 15: Phil Flowerforge gives the party a note for Hett Varn and sends them on. Phil and Briochebane head separately for Arcanthys, Velkris, or possibly Wyrmbough Grove.
- Session 16: The party debates routes and votes to sail to the White Lantern Shrine first. Vazquez attunes the Hat of Disguise during the boat trip.
Status as of session 17
The party is en route by skiff, approximately half a day’s sail from the Shrine at session-end, with the Rimeclaw Skulker and water-wolf pack combat still active (combat resumes in s18). Per DM ruling and Hugo’s [5] confirmation, the Shrine sits on Aurelia’s north entrance and is the planned rendezvous with Hett Varn before the party approaches the city itself.
See also
References
- ^ Session 15, line 693 — Phil names the shrine ("the White Lantern... a half-ruined way shrine on the freight road, a few miles from Aurelia's outer approaches").
- ^ Session 15, line 695 — Code phrase "Phil sent you"; note to Hett.
- ^ Session 16, line 1626 — Skiff slips free of the sewer mouth; the choice to seek Phil's contact.
- ^ Session 16, line 1717 — DM places the shrine "a bit north towards the coast from Aurelia" — roughly three days of sailing.
- ^ Session 17, line 1544 — "the outskirts of Irelia on the north entrance of it" — Hugo confirms the Shrine is on Aurelia's **north entrance**.
