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Terry W. Ervin, II


Outpost

Monsters, Maces and Magic: Book 1

Terry W. Ervin, II

Glenn, a college sophomore, has a Sociology 102 paper that requires spending time with an unfamiliar a group or culture. Luckily, two hot girls from his class have the same idea: Attend the university's game club to get reaction material for their papers.

A creepy game moderator shows up, ready to start a game of Monsters, Maces and Magic. Glenn doesn't fret over the GM's disturbing vibe, figuring it'll lead to potential fodder for his paper.

Moments after rolling up his character and beginning the adventure, Glenn, his two classmates, and three other players are drawn into the game, literally. How and why they got trapped in the game, transformed into their RPG characters are important questions, sure. But simply surviving a world filled with horrific creatures, unknown magic, and perilous roads is first on the list.

Betrayal

Monsters, Maces and Magic: Book 2

Terry W. Ervin, II

Glenn, a college sophomore, hasn't gotten used to being a gnome healer, trapped in a world that functions under the rules of Monsters, Maces and Magic. Of course, acclimating isn't the plan. He, along with the other players drawn into the RPG world in the form of their characters, want to escape and return home.

Stephi, Kirby, Ron, Derek and Glenn survived their first adventure into the Dark Heart Swamp, and are approached to once again enter the dismal marshland. An elf maiden, daughter of a baronet, has been taken captive by a band of goblins, and gold is offered for her rescue.

Gold is needed, not only if the party hopes to escape the game world, but to live and survive its perils. Glenn and his party take the mission, even though they weren't the first choice. Beyond that, the foul swamp and its evil denizen may not be the greatest danger. A seer warns that their greatest threat lies in betrayal.

Guild

Monsters, Maces and Magic: Book 3

Terry W. Ervin, II

You can't hide in an RPG forever.

Eighteen years ago Tom, a barber college student, got trapped in the Monsters, Maces and Magic game world as Josiah the thief.The first two adventures saw all of Tom's party members, also trapped within the game world, perish within the fetid depths of the Dark Heart Swamp. His subsequent stint adventuring with NPCs proved short lived. He preferred survival. Over time, Tom became Josiah, adopting a life blending in with the game world's NPCs. He gave up advancing as a thief, trained as a lay healer, and works as a barber, cutting hair, pulling teeth, lancing boils and functioning as a low-level operative within the local thieves' guild. But life, even one lived as a faux NPC, can get interesting.

Such happens when a young half-goblin thief named Gurk shows up in Josiah's shop, looking for information. Little did the pair know that the unobtrusive barber shop would become a focal point in a brewing guild war.

Fairyed

Monsters, Maces and Magic: Book 4

Terry W. Ervin, II

Never deal with a leprechaun.

Finding a pot of unclaimed gold just doesn't come without a price in the Monsters, Maces and Magic RPG world. Stephi discovers this the hard way while tangling with a mean-spirited leprechaun.

With Stephi, now transmorphed into a fairy, the party must do the leprechaun's bidding. Otherwise, Stephi will remain a diminutive fairy with no hope of returning to her former elf self. But leprechauns aren't known for their straight dealing. Neither is Higslaff, a manipulative pawnshop owner who possesses what the leprechaun desires.

Glenn, Kirby, Stephi, Ron and Derek--RPG players trapped in the game world as their characters--set off on a mission to Riven Rock, a city rife with cruelty and corruption. There they must inflict retribution for an attack against the pawnshop owner. Danger and deceit threaten the party at every turn. Can they avoid getting caught up in the brewing war between rival thieves' guilds? Will they survive the journey, and the perils of Riven Rock? As low-rank characters, it'll take all the skill, cunning and luck the party can muster. And that might not be enough.

Pawn

Monsters, Maces and Magic: Book 5

Terry W. Ervin, II

Higslaff the Pawnshop Owner needs a job done, but the Guild War has taken a toll. Those he'd normally call upon are engaged in some other vital assignment, or dead. He decides to hire Gurk, Jax, Marigold, Lysine and Kalgore instead. The adventuring party has proven themselves resourceful and effective on previous jobs, not only for himself, but for the local silversmith, and the Church of Apollo. This particular assignment shouldn't be a problem. What Higslaff doesn't know is that details of his job have been compromised. Agents of the Riven Rock Thieves' Guild are on the move, ready to wrest control of the enchanted item that could tip the balance in the Guild War.

Date

Monsters, Maces and Magic: Book 6

Terry W. Ervin, II

Kirby is going on his first date, ever, but in the body of his RPG character, Gurk.

When vengeful danger rears its ugly head on the nighttime streets of Three Hills City, will the chivalry of a half-goblin thief suffice?

Revived

Monsters, Maces and Magic: Book 7

Terry W. Ervin, II

Minutes after being drawn into the Monsters, Maces and Magic world as their characters, the unsuspecting players fell under attack. Kim, having become the warrior monk Byeol, didn't survive, thanks to a rampaging ogre. But the party's quest to obtain a Revive the Dead Spell for Kim proved futile. Fortunately, rather than departing, her soul entered the party's vacant soul gem.

Such enchanted gems are rare and valuable. Somehow word of the party's treasure has reached Black Venom, leader of the local thieves' guild. He offers the party a deal they can't refuse: They get Byeol back, he gets their vacant soul gem.

If only it was that easy.

Nothing of consequence in the Monsters, Maces and Magic world is ever safe. Or easy.

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