
DM Bloodgargler |

Dorlynae smiles at the accumulating pile of work in front of Corum. She hears the name Henry mentioned... "That was Hogan's... grandfather? Hogan... my captor. They called him Henry the Blind."
Epner spits out his water in surprise "He was my- This lunatic... was kin?" his look of shock quickly drops, and he shrugs "Second thought... not all that surprising.", and sleeves dry the table in front of him.
His leather apron (DC 16) is unnaturally light for how thick it is, and his hatchet (DC 18) is well made - the head is flawless gleaming steel. He also carries a couple potion vials, and a wand (DC 18).
Two gems... Henry's eyes (DC 24)
The most intricate spell is a form of ritual magic which transports one's physical form into the dream of another.
There is also a series of incantations to link several minds - like a sleeping coven.
Lastly a modified permanency spell.
It will take some time to glean all the info from this book. (two more DC20 spellcraft checks after each two-hour research period.)

Corum Merandur |

Corum looks at the wand, eyes, apron, and hatchet. With his elvish skills he easily identifies all the items of magic, not missing a single one.
Take 10 gets me to 24, but I will roll too
Spellcraft vs eyes 24: 1d20 + 14 ⇒ (17) + 14 = 31
Spellcraft vs hatchet 18: 1d20 + 14 ⇒ (17) + 14 = 31
Spellcraft vs wand 18: 1d20 + 14 ⇒ (10) + 14 = 24

DM Bloodgargler |

Corum learns quite a bit from the "spellbook", and begins to gain some insight with the notes tying the rituals and incantations together.
Epner settles in... he and Dorlynae chat as if having met for tea. They seem unconcerned ... with anything really. He mentions to Sunny (as Dorlynae walks off to prep more nosh), that he thinks he might stay here a while with her... if that's alright.
After some time spent in the small chamber, Arcthyl tries the key in the lock of the bureau. Inside there are the trappings of a "monster hunter". Nothing magical, but wooden stakes, a stake-firing crossbow, a standard crossbow, silver bolts and daggers, vials of silver weapon oil, vials of holy water, cold iron bolts and daggers, and an adamantine executioner's axe. Everything is made with sheathes, straps, quivers, and bandoliers of the same tough ashen brown lizardskin hide.
The blueprints appear to be the same structure you destroyed in the cellar of the Hag's residence in Doyle's Run. It is now clear that was a "dream machine". The rituals here turn dream into phantasm - half real, half illusion. This world is phantasm on top of a world torn from reality - floating in Limbo, and drifting to the Abyss.
There are hints in the text which suggest this "project" was conceived for "preservation" through catastrophe. What you have learned since being here suggests this Matron uses it for her own preservation. All signs point to this Matron being the Crone you'd thought defeated after Schulfjarn and the Black Arrow Militia were restored.
With further study, you may find a way to use this information to your benefit.
Items
>The hatchet is simply a +1 hand axe with rust-proofing
>The wand is of Pyrophobia...
School necromancy [emotion, fear, mind-affecting] Level bard 2, cleric 3, druid 3, sorcerer/wizard 3, witch 3
CL 4 wand (18 charges)
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Area 15-ft.-radius burst
Duration 4 rounds
Saving Throw DC14 Will negates; Spell Resistance yes
Targets in the area must succeed at a Will save or become deathly afraid of fire. If the target is near open flame it must spend all of its efforts attempting to reach a "safe distance" equivalent to the lesser of base movement and 30 feet. Affected targets will drop and run from torches, and flee from campfires. Those affected become shaken for the spells duration or until they can reach a safe distance. Also, any successful intimidation effects against those affected are increased one step during the spell's duration.
>The gems are Ioun Stones. When one is in use, the bearer receives a constant Pierce Disguise effect. When both are in use, an aura of True Seeing with a 20' radius. There is something else troubling when both are in use - not a separate dwoemered ability, but something about the "display" of this effect when both eyes are in use.
1d20 + 14 ⇒ (17) + 14 = 31
Using one, the bearer will be able to see the "dreamers" - they will appear ghostly... half-real.
Using both, all around will see the dreamers, as well as the terrain without the "dream-like" phantasmal enhancements, illusions, and obfuscations.
Using both for long (more than a few rounds) will draw attention to yourselves somehow - beyond line of sight.
1d20 + 14 ⇒ (7) + 14 = 21
>The apron is an All Tools Vest.

DM Bloodgargler |

The next morning Dorlynae dumps a bag of granola, nuts, and dried fruit into a large bowl. "Breakfast's ready."
As Corum begins explaining what he's learned, Dorlynae decides to go for a walk. She smiles and nods when Epner asks to go with her.
The important points gleaned from the book...
Feyeater's Retreat is physically real, but somehow enhanced by a "guided dream" and torn from time. Most people here are as real as you, but some are quasi-real phantoms - those are the "dreamers" who guide the dream, and shape the little world. They will likely be in positions of authority. Anyone using one of the Ioun Stones (known as Henry's Eyes) can see the phantoms clearly as phantoms.
You must kill the dreamers to end the dream.

Anumil Rythen |

"We have to KILL the Dreamers?" Anumil asked skeptically.
"I don't like this. These are fey we're dealing with; I do not want to be tricked into murdering innocents!"

Arcthyl |

"like norde, i'm concerned about what happens if we end this place with us in it... but it seems we're stuck here regardless, so we might as well do this... are there enough of those stones to go around?"

DM Bloodgargler |

Dorlynae and Epner return... both are a bit upbeat. Epner interrupts your conversation as he drops down the ladder. "You should come see... the woods outside.... I know the morning sun does often tame the terrors of the night, but.... "
Those exiting the shack see what he'd meant. The clearing, and the woods around look different... pleasant - maybe short of idyllic, but normal. The rustic shack and carved stumps do not have the "aura of menace" they'd exuded last night.
The unclaimed garb and gear of the angry hermit lies where he'd fallen, but his corpse is now a thin coating of slime on the ground.
Sunny - nicely put!

Anumil Rythen |

Anumil glanced at Sunny and grimaced.
"Yes, I see the logic. But still... I mislike this. It feels like we're dancing to someones unseen tune."
He turned to the others.
"Or can you explain our presence here? There is more than one player in this game." He muttered darkly.

DM Bloodgargler |

"Hmm.. I guess the term fisherman is a bit misleading." Dorlynae sighs and continues.... "They cast nets into the river to catch what's left of us. After they've magicked us from our world, and the most delicious are picked over by the Matron's ravenous courtesans... what remains flows from the Matron's estate through the river - to be either speared, netted, or swept off into the void.... It's actually rather awful."
Epner shakes his head, and "tssk"s.
He then looks to the group and smiles.. "Well..." clasps his hands together, nods "Thanks again. Good luck.... You all got all you need?"

Arcthyl |

"That's just diabolically sick... perhaps we could and should do something to stop this fisherman rather than simply worrying about passing by?"

.Sunny. |

Sunny frowns, "Aye, stoppin' they's fishin' of fey sounds like a right good plan." Then she tilts her head,
"But we's in't jus' leave things alone after that. We've got's ta' put somat in place fer them folks in'a river lest they jus' keep goin' over tha' edge...." Sunny now ponders exactly what they can, might and should do about such a situation. Again, turning and looking over the cabin and its contents and anything about that might be of help.
"I be right naffy workin' with wood an' ropes an' stuffs..." She adds, more distracted than garnering conversion.

Anumil Rythen |

Anumil nodded and touched his hat with the crossbow.
"Whether we go to them, or they come to us, there is going to be a fight." He intoned solemnly.
He grinned.
"No need to hurry then. Just relax and enjoy the stroll through dreamland!"

Arcthyl |

Arcthyl does the same, hopefully a bit more watchfully...
perc: 1d20 + 11 ⇒ (4) + 11 = 15
but he keeps getting distracted...

DM Bloodgargler |

By the time you make it back to the path, the woods seem to be imbued with the aura of menace which had become absent around the hermit's shack.
You travel north along the path... it is not long before you hear the rushing of water, and see a break in the trees ahead bordering the path. There is a slight rise in the road between here and where the woods widen which blocks the view of the river and bridge - as well as concealing your presence from whomever may be down there.

DM Bloodgargler |

The bridge is an impressive structure of whitewashed carved stone. The walkable area appears to be about 20 feet wide, and nearly 100 feet long - spanning across a forcefully rushing river. Looking either way, the river is dead straight. Along each side of the bridge there are four pillars. Each pillar appears to be one solid piece... supporting the bridge and topped by statues of kneeling armored soldiers.
There is garland, ribbons, and bunting hung from the pillars of the bridge. The same decorations are set around a village on the far side of the river - a cluster of at least twenty timber-framed buildings just east of the Palanquin Path.
Four fisherman are casting and reeling in nets, and grouped near each other on the bank. Two more are on this side of the river -though a good 60 feet to the East. At the moment Corum is taking the scene in, three children (appear human) 10-12 years old run excitedly across the bridge from the village to the side you are on. They stop just past halfway, and yell to the two fisherman - interrupting each other.
Shouting girl:"Hey guess what!" Shouting boy: "She picked-"
Girl swats boy, "I wanna tell em!"
Boy: "Ow! He's my practice partner!" He inhales deep to have breath.. to yell and be heard.
A third kid can no longer contain himself... jumps up and down like fool "Grampa! Grampa! I got picked to be young matronguard team leader!"
One of the two old fisherman yells back "That's great kid... you earned it.... Why don't you kids go get me and Parmol a couple bottles from under my bunk at the cabin. Don't tell yer mum, eh...." He sweetens the pot "I'll let ya throw the spear... the good one."
They all excitedly continue across the bridge to your side of the river, and head west... Corum can just barely see a few cabins a few hundred feet on the edge of the woods in that direction along the river.

DM Bloodgargler |

One of the fisherman (addressed by the kids as Grampa) nudges the other (referred to as Parmol), and nods in your direction upon seeing your group.
Gramps hustles up to you in a non-threatening manner. Parmol lags behind.. looking reluctant to leave the spears behind, he bundles them under his arm.
Gramps speaks, "G'morn, young miss... sirs." He then bows to Arcthyl "Ancient one... good day to you sir."
Parmol removes his floppy full-brim hat, and bows as well - dropping a couple spears. Gramps tells him over his shoulder, "...just set'em down, Parmol."
Gramps turns back to you with a friendly smile, "Come for the festival? Though you've missed the first two days, today's sure to be a good time. Good food, games, and ale... and this evening a performance by Huesto Androsicci."

.Sunny. |

Sunny skips forwards and bows in return. When the other fellow drops his things she bounces over to help pick things up and even offers to help carry stuff. At the elder human's words she grins.
"Oh? You is havin' a party?" She asks enthusiastically. "Sounds like right naffy fun!" (^_^)

Arcthyl |

"Festival, eh? Yes, we're here for that. Sorry we are late, but we made the best time we could."

DM Bloodgargler |

"There's talk the Matron may actually be in the coming procession. But perhaps that is why you've come, eh?" He gives an overtly inquisitive look in case your group might have some insight to this rumor.
"Well, be honored to escort you in if you'd like... otherwise Parmol and I will get back to spearing. Been a good day, river is full of real beauties ... bless the Mephit's bounty..." Gramps and Parmol make identical sanctimonious gestures across their chests and to their mouths. They both then turn toward the river's source, and repeat it with heads bowed.
"Welcome to come see us at work should't please you. We are the best pair still spearing in the old ways... with anchor spear, net spears, and spikers. I may not look too mighty, but I can still hold and pull my end one-handed without a tremble in my arm."
"If you care to make your way on your own, so be it. But be sure to stop by my family's stall in the market. My lovely daughter will be there selling our goods unless she's run off to the Facemaker's again... blasted addiction to some... best thing about the end of the festival is when those northerners pack up their costly baubles and want-fueling luxuries and take their leave."
Parmol rolls his eyes and sighs - apparently long accustomed to Gramps digressing into one of his rants.

.Sunny. |

Suny nods at the fellow's invite, quite interested in the fishing ways of others. It being only a little detour on their way towards the town.
"Which way be these Northern folks?" She asks inquisitively, though her common isn't clear as to what she actually means.