
eBook by Robert Bevan
Tim and his friends find out the hard way that you shouldn't question the game master, and you shouldn't make fun of his cape. One minute they're drinking away the dreariness of their lives, escaping into a fantasy game. The next, they're in a horse-drawn cart surrounded by soldiers with crossbows. Tim now has the voice and physique of a prepubescent girl. Dave finds he's acquired a suit of armor and a badass beard despite losing a foot or two of height. Julian's ears have grown ridiculously long and pointy. And Cooper has gotten himself a set of tusks, clawed hands, and a bag with a human head in it — a head he had chopped off while they were still just playing a game. Shit just got real.

Tim and his friends find out the hard way that you shouldn't question the game master, and you shouldn't make fun of his cape. One minute they're drinking away the dreariness of their lives, escaping into a fantasy game. The next, they're in a horse-drawn cart surrounded by soldiers pointing crossbows at them. Tim now has the voice and physique of a prepubescent girl. Dave is shorter but armed with a suit of armor and a badass beard. Julian's ears have grown ridiculously long and pointy. And Cooper has tusks, clawed hands, and a bag with a human head in it — a head he had chopped off while they were still just playing a game. Shit just got real.

Finding themselves permanently stuck in this strange new world, the gang tries to make the best of it by finding the nearest tavern and getting shitfaced. The plan goes just fine until they lose Katherine and Chaz. They soon discover that they aren't the first players Mordred has sent to this world.




In the wake of their recent loss, the Caverns & Creatures gang are left hanging. Do their choices amount to more than waiting around to die of thirst and leaping to a quicker death? Probably — or else this would have been a much shorter book.


Splitting the party is never a good idea, but sometimes that's just the hands fate deals you. On Nazere, the gang's plans are cast into the wind when a stubborn foe returns to settle a score. Back in Cardinia, Stacy has her hands full trying to help Dave while Dave does everything in his power to avoid being helped. Tim and Cooper stagger out of the desert to find themselves in a whole new world of trouble. Set sail for adventure.

After being scattered across the globe, our heroes seek to reunite. Cooper enters the Fertile Desert in search of Nabi. Katherine seeks to escape the drow island and take back her ship. Julian tries to placate Akane while keeping Chaz out of trouble. Stacy vows revenge on the ettins ravaging the Cedar Wilds. Dave, finally free of Stacy's yoke, sets his sights on power and wealth. And Tim — what the hell is Tim up to? Meanwhile, Mordred's army of brainwashed Knights spread ever farther in their search for his dice.