Two Books for the Price of None
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Roll For Initiative:
Game night will never be the same again for Terry, Jewel, Mandy, and Morgan.
The role-playing gamers thought they were getting together for a gaming session. Now they’ve been summoned into another reality.
One that looks and feels an awful lot like the games they’re used to playing.
But this is no game, and the Power that brought them here has plunged the players into a life or death battle. They must defeat their enemies and escape the dungeon, or die trying.
When the game becomes all too real, it’s time to roll the dice and play for keeps.
Can they forge a strong enough team to win through the challenges to come? Or will the Tomb of Malevolent Evil destroy them and doom this new world to darkness?
Someone has been gathering up the scattered pieces of an ancient tome of magic. If the Codex is assembled, it will unleash the power to summon daemons.
Professor Derrick Watson, expert in daemonic languages, would prefer to remain secure in his ivory tower at a Philadelphia university.
Except, his most talented former students are being set up, and innocent people are dying as a result.
Can Watson track down the pieces of the Codex before more people fall victim to its power? Should he even try?
Watson finds that he has no choice. He is overly protective of his students and he’s the best person for the job. Which sucks for him. He’d rather continue with his pedantic research and play chess with his necromancer best friend.
But even in a world where magic exists, we seldom get what we want.
Watson is forced to navigate a maze of elementals, undead, and rival mages. Can he protect his friends and his community? Or will the other powers at play outwit the professor?