A plan. A sensible, efficient, and most definitely unrushed plan.
Every dwarf has one. Dwarves in general are like rhinos—slow to get going, but unstoppable once they do.
The dwarf named Crow is no exception. He has a plan, too: one that is properly thorough, unhurried, and carefully laid out. This is the plan he has been following since the day he arrived at the Gray Peak outpost.
In this case, the only option left is to rely on his own experience as a seasoned adventurer, as well as the help of his loyal friends: the assassin Lori, the bard Amou, and the relentless digger . . . that is, the cardmaster Mith.
The earth quakes; the old enemy is already getting suspicious and beginning to devise his deadly schemes again; clan spies wander around the House on the Hill; the flame of the undead's uprising rages underground; a high inquisitor has arrived at the outpost . . . But the stubborn players continue to push toward their goal by always keeping two steps ahead. And as for the winged old enemy? Soon, he, too, will taste the vengeance of the heavy hammer of the businesslike dwarf Crow, the owner of the ravine of Gray Peak . . .