<p><b>Corrupt conspirators threaten an IT worker whose transdimensional dungeon explorations could change the world in the fourth book of this visionary series.</b></p><p>James Lyle, Anesh Patel, and Alanna Byrne have spent much of the past year exploring a secret realm in which the phrase "cubicle hell" isn't just a metaphor. Stalked like prey by sentient staplers and hostile computer hardware, the trio has managed to amass a collection of magical abilities that are rapidly adding up to something more significant. But they aren't content to just sit back and take it easy; rather, they hope to harness their newfound power to benefit humanity. So they've recruited a bunch of adventurers-many of them rescues from past quests-to their cause and set out to change the world for the better.</p><p>But building a utopia is not without its complications. When the do-gooders receive a distress call from an unlikely source, they begin to question who-or what-<i>exactly</i> they're doing all this for. And while it comes as no surprise that the well-off like things the way they are, what <i>is</i> shocking is that some of them possess powers of their own. As if all that weren't enough, a secret agency that keeps people from learning about magic by any means necessary has discovered a dungeon underneath a high school. As teenagers start to get wiped from existence, James and his team quickly realize that making the world a better place is going to take more than just helping the needy . . .</p><p>Humorous and thought-provoking, the fourth misadventure in the Daily Grind series is an unpredictable combination of detailed world-building, RPG action, and slice-of-life encounters set in the corporate sphere.</p>