Here are 74 books that Mage of the Hellmouth fans have personally recommended if you like
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I have been a fan of the horror genre since I was a kid. Even though sometimes I was so scared, I had to sleep with the light on or not sleep at all. Something about the darkness and the unknown has always seemed so alluring. I can't even count the number of horror movies I've watched or books I've read. That feel of the hair standing up on your arms or the back of your neck is a thrill like no other.
Most people know Anson from The Amityville Horror, but this is a whole other horror, and gratefully, totally fictional this time. A couple moves into their dream home (sound familiar?), soon, strange and frightening things begin to happen at the house with the ominous address. Things that have happened in the same house, at other locations, in other times. I read this book years ago and the imagery of the final chapters still unnerves me.
An innocent-looking but evil-filled house mysteriously appears at different times in different cities, each time waiting for the unwitting victim to rent it and then unleashing the terrifying force of the devil
I have been a fan of the horror genre since I was a kid. Even though sometimes I was so scared, I had to sleep with the light on or not sleep at all. Something about the darkness and the unknown has always seemed so alluring. I can't even count the number of horror movies I've watched or books I've read. That feel of the hair standing up on your arms or the back of your neck is a thrill like no other.
Again, this is one that has stuck with me for many years. The twist on the age-old vampire story where an elderly lady must commit murder to grow younger is interesting and unique. Her two nieces, one ambitious, one off the rails crazy, assist her in her evil doings while the Keystone detective, sort of, investigates. As I recall, it was a delightfully horrible guilty pleasure.
I have been a fan of the horror genre since I was a kid. Even though sometimes I was so scared, I had to sleep with the light on or not sleep at all. Something about the darkness and the unknown has always seemed so alluring. I can't even count the number of horror movies I've watched or books I've read. That feel of the hair standing up on your arms or the back of your neck is a thrill like no other.
Tales of a witch's curse in Appalachia draw a grieving father to sacrifice everything for his son. How far will a parent go to save their child and then how much farther will they have to go to save themselves? A Southern voodoo twist on Pet Cemetery that’s twice as frightening and just as engaging.
SOMETHING EVIL ROSE FROM WITHIN, AN ANCIENT BEING, ONE OLDER THAN TIME ITSELF...
Deep in the mountains of Appalachia, a legend is told about something evil that lurks within the dense woods of Gunrack Hollow. A witch is said to live there, one whose appetite for innocent souls dates back hundreds of years.
Sam Fletcher had heard the story his whole life, but he never really believed it. After all, as his father always said, it's just an old folktale...only a story.
But two years ago, something happened that made him believe. Something that ties back to an ancient evil…
Truth told, folks still ask if Saul Crabtree sold his soul for the perfect voice. If he sold it to angels or devils. A Bristol newspaper once asked: “Are his love songs closer to heaven than dying?” Others wonder how he wrote a song so sad, everyone who heard it…
I have been a fan of the horror genre since I was a kid. Even though sometimes I was so scared, I had to sleep with the light on or not sleep at all. Something about the darkness and the unknown has always seemed so alluring. I can't even count the number of horror movies I've watched or books I've read. That feel of the hair standing up on your arms or the back of your neck is a thrill like no other.
This collection of short stories are designed to be reminiscent of the old Twilight Zone TV series. As a huge fan of the show, I was interested to see how the interpretation to short story would work. It works very well. If you enjoyed the show (and/or the movie) you'll enjoy this book. Rod Serling would be proud.
There is a fifth dimension beyond that which is known to man. This is a dimension of imagination. In the case of these stories, it is where author Tom Sawyer’s imagination takes flight. Mr. Sawyer, as a popular Michigan horror fiction author of many delights ( From Paradise to Hell, Dark Harbors), pays an ultimate tribute to Rod Serling’s own imagination, which influenced viewers around the world since its inception decades ago with The Twilight Zone TV series. Here, Sawyer continues the tradition seamlessly on these pages. So sit back, relax, and cross over into the sight and sound and…
In the 1980s I was bullied for playing Dungeons and Dragons. Kids like to bully each other, but this was different: The bullies felt they had been given a moral license to pick on D&D players because pastors, talk-show hosts, and politicians were all claiming it was a Satanic, anti-Christian game. Those claims were my first inkling that adults did not know what they are talking about. After getting a PhD in the sociology of religion, I was finally able analyze and articulate why religious authorities felt threatened by a simple game of imagination.
If you want to know about the origins of Dungeons and Dragons but are intimidated by Jon Peterson’s massive tome, this is a good alternative.
Ewart’s writing is fun and enjoyable to read. This book also came out right before the release of 5th edition D&D. Readers who first learned that edition may be interested in Ewart’s coverage of playtesting and design.
The Hobbit meets Moneyball in this definitive book on Dungeons & Dragons—from its origins and rise to cultural prominence to the continued effects on popular culture today.
HERE, THERE BE DRAGONS.
Ancient red dragons with 527 hit points, +44 to attack, and a 20d10 breath weapon, to be specific. In the world of fantasy role-playing, those numbers describe a winged serpent with immense strength and the ability to spit fire. There are few beasts more powerful—just like there are few games more important than Dungeons & Dragons.
Even if you’ve never played Dungeons & Dragons, you probably know someone who…
Starting with Tolkien’s novels as a child, I’ve devoured countless SF&F stories. My love of the genre, particularly high fantasy, combined with the irritatingly fashionable trend of so many fantasy authors to stop writing their stories partway through and leave we readers high and dry, motivated me to start writing, to see if I could create something that I was missing as I hunted for new material to read. As an intense hater of winter, spring always signified to me a time of hope, of new growth, of opportunity, of the ending of difficulty, and the start of a time when all things were possible.
The 3rd and final book in the Dragonlance Chronicles installment, Weis & Hickman finished an incredible tale inspired by their Dungeons & Dragons role playing group.
Elves, humans, dwarves, and kender must work together to beat back the rise of an evil goddess seeking its way into the world to ensave its inhabitants. Having been a Dungeon Master for many years, I devoured these books, and remain appreciative to this day that role playing geeks love to read novels as well.
The third title published in the Dragonlance line is now being released in a trade hardcover edition for the first time ever. Featuring the stunning art and design that graced the cover of the paperback edition, this new version is the final edition in the hardcover release of the entire Chronicles trilogy. This release also continues the planned release of all the core Dragonlance titles from Weis & Hickman in trade hardcover, allowing fans and collectors alike the first-ever chance to obtain the entire set in hardcover.
One summer night in a small prairie city, 18-year-old Gabriel Reece accidentally outs himself to his redneck brother Colin, flees on his motorcycle, and gets struck by lightning on his way out of town.
He’s strangely fine, walking away from his melted pile of bike without a scratch. There’s no…
Escapism is my drug of choice. As a child, I was angry that my existence was confined to this reality, and I did everything I could to find a way out. Stories made it bearable. Whether it was Thor’s Bifrost, the wardrobe of Narnia, or the mirror in Stephen R. Donaldson’s Mordant’s Need duology, I was hooked. Now, I tell my own stories of escape. I create and invite others to find solace, adventure, love, and passion in fantasy realms, outer space, and reinvented parallel realities. This door is always open.
I didn’t know I wanted a story about a girl and her talking animal friends, but when it turns out that all of them have been enslaved by an evil witch and are shackled by her torturous magic, I couldn’t put it down.
Seemingly insignificant creatures decide to try and take their fate back, all while their frailty remains. I found myself invested in the whimsy of the fairy tale juxtaposed with the horrors of enslavement. Watching the girl called “Thing” navigate the human condition was beautiful and painful, and several times, I held my breath, unsure what the outcome would be.
This story is an unusual tale of hopelessness transformed into determination and a beautiful bond formed through shared trauma and circumstance.
A band of outcasts begins an arduous journey through a world of evil witches, walking trees, and miraculous gems along a path that will reunite them with their true destinies
In the 1980s I was bullied for playing Dungeons and Dragons. Kids like to bully each other, but this was different: The bullies felt they had been given a moral license to pick on D&D players because pastors, talk-show hosts, and politicians were all claiming it was a Satanic, anti-Christian game. Those claims were my first inkling that adults did not know what they are talking about. After getting a PhD in the sociology of religion, I was finally able analyze and articulate why religious authorities felt threatened by a simple game of imagination.
This was the first sociological study of fantasy role-playing games. Fine was able to detect and articulate what is sociologically significant about these games.
The book takes dynamics that role-players just “get” and articulates them as sociological concepts. For example, he uses “frame theory” to explain how players verbally transition from the frame of the game mechanics and the story world of their characters.
He also explains how games like Dungeons and Dragons are “autotelic.” In other words, you do not “win” at and these games, the purpose is “engrossment” or being absorbed into the fantasy world.
Fine also did a great deal of participant observation for this book and it provides a great historical insight into the culture surrounding these games in the early 1980s––warts and all.
This classic study still provides one of the most astute descriptions available of an often misunderstood subculture: that of fantasy role playing games like Dungeons & Dragons. Gary Alan Fine immerses himself in several different gaming systems, offering insightful details on the nature of the games and the patterns of interaction among players - as well as their reasons for playing.
TTRPGs are such a powerful medium for storytelling, and a tool that can be used by therapists to help their clients. Learning how to run games can seem daunting, these books have all helped me with learning how to run games more effectively. From thinking about stories, to exploring tropes, using storytelling techniques, and sharing the narrative with players this collection of books will help you on your journey of building worlds and telling stories.
For many Game Masters it can be difficult to understand how the monsters and adversaries in their worlds would act.
In his book, and its sequel, Ammann helps to provide guidance for how different adversaries might act towards the group of heroes. This book helps GMs think critically about the monsters in the world and can help with teaching how to provide a more dynamic and consequential experience for players.
Ammann also helps readers think in terms of a world with magic and how those living in such a world might think and approach problems differently than we do in our magic-free world.
In the course of a Dungeons & Dragons game, a Dungeon Master has to make one decision after another in response to player behaviour-and the better the players, the more unpredictable their behaviour! It's easy for even an experienced DM to get bogged down in on-the-spot decision-making or to let combat devolve into a boring slugfest, with enemies running directly at the player characters and biting, bashing, and slashing away.
In The Monsters Know What They're Doing, Keith Ammann lightens the DM's burden by helping you understand your monsters' abilities and develop battle plans before your fifth edition D&D game…
My book is fantastical historical fiction about two characters who're wrestling with the monstrosity of their grief.
It takes you into London high society, where Ambrose tries to forget about how much he misses Bennett and how much he dreads becoming as cold as their Grandfather. It takes you to…
TTRPGs are such a powerful medium for storytelling, and a tool that can be used by therapists to help their clients. Learning how to run games can seem daunting, these books have all helped me with learning how to run games more effectively. From thinking about stories, to exploring tropes, using storytelling techniques, and sharing the narrative with players this collection of books will help you on your journey of building worlds and telling stories.
Sometimes you might find you have a great idea for a campaign, or know what theme you want to explore but are struggling to understand how to bring those ideas together.
D’Amato takes you through building your campaign through both a discussion of storytelling devices as well as pointed questions you can use to help flesh out your ideas and turn them into a full campaign. This book also helps GMs learn how to make their world feel lived in through descriptions and building history.
This is the book you want to use to build a small idea into a full campaign!
Improve your RPG campaign with this comprehensive and interactive guide to making the most out of your gaming experience.
Whatever RPG game you play, from D&D to Call of Cthulu to licensed games like Star Wars, every detail is important. From setting the scene to choosing the right music or even adjusting the lighting to create the right atmosphere, every choice helps maximize your gaming experience.
The Ultimate RPG Gameplay Guide provides practical advice for everything from pre-game preparations and in-game improvisation to working out a plan of attack with your teammates to learning how to lean into the setting…