Terry W. Ervin II

Guild: A LitRPG Novella (Monsters, Maces and Magic Book 3)

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.

Betrayal: A LitRPG Adventure (Monsters, Maces and Magic Book 2)

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.

Outpost: A LitRPG Adventure (Monsters, Maces and Magic Book 1)

Glenn, a college sophomore, has a Sociology 102 paper that requires spending time with an unfamiliar 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.