About this book
Milt Morgan was once a boy-wizard in Iowa, doing magic tricks with cards and coins, being a dungeon master for role-playing games, and being the Merlin to Brent Clarke's Arthur as together they formed the Norwall Pirates, small-town adventurers' and liars' club, as well as a 4-H softball team. Now, twenty-five years later, FBI Agent Clarke is searching for his orphaned niece and nephews after the car crash that killed their parents. And where does he find them? Inside a video game with sword and sorcery elements. A game that just happens to be created by and administered by Milton John Morgan, a man mysteriously missing for most of three decades. How is this possible? And how will he ever get Daisy, Johnny, and little Mortie out of this strange VR game called the Legend of Hoodwink?
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