In Norton and Rabe's serviceable sequel to Norton's Quag Keep
(1978), the first novel based on a role-playing game, the original seven adventurers have survived their quest and regained their memories of who they really are—gaming nerds from a variety of locales and occupations on Earth. The "grand purpose" for which they were spirited away to fight may never have existed. Trapped in a backward medieval world, the seven yearn to return home. Eventually, they meet another human in their same situation and discover there is a purpose involving Earth for which they must fight. For the most part, the story and characters lack the magic and imagination typical of the late SF Grand Master Norton at her best. While unrestricted by the gaming conventions of its predecessor, this remains stock fantasy that will appeal primarily to young readers and newcomers to the genre. (Jan.)