Hangovers, an indifferent muse, a colossal screw-up with the decoy car, and a getaway driver with cold feet… Wisconsin’s ragtag middle-aged D&D party-turned-jewel thieves have every reason to cut their losses and call it quits, but who wants to hear that story? As every good Dungeon Master knows, a successful campaign is all about improvising—and these guys better start thinking fast, because it’s heist day at the Pruhl Mansion! Find out if the crew can execute the new plan, or enjoy the show when it all hits the fan.
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