Glenn, a college sophomore, hasn’t gotten used to being a gnome healer, trapped in a world that functions under the rules of Monsters, Maces and Magic. Of course, acclimating isn’t the plan. He, along with the other players drawn into the RPG world in the form of their characters, want to escape and return home.
Stephi, Kirby, Ron, Derek, and Glenn survived their first adventure into the Dark Heart Swamp and are approached to once again enter the dismal marshland. An elf maiden, daughter of a baronet, has been taken captive by a band of goblins, and gold is offered for her rescue.
Gold is needed, not only if the party hopes to escape the game world, but to live and survive its perils. Glenn and his party take the mission, even though they weren’t the first choice. Beyond that, the foul swamp and its evil denizen may not be the greatest danger. A seer warns that their greatest threat lies in betrayal.