One castle. One storm. One missing boy.
Gary Pell hasn't run a tabletop game in twenty-five years. Now he has a weekend booked at Castle Harrow, a 17th-century Scottish castle rebuilt stone by stone in the Berkshires. He also has three near-strangers and a thirteen-year-old nephew playing Delves, Drakes, and Demons.
At the table, the dice are merciless. Outside, a ruined chapel across the pond has been chained shut since 1909, when the lady of the house vanished with the family sapphires.
Then a storm floods the only road out, the power fails, and the youngest player disappears.
With the phones dead and the water rising, five people who met three days ago have to do for real what they've been practicing all weekend: read the clues, trust each other and split the party.
A comedy mystery about friendship, a hundred-year-old secret, and the night strangers became a party.