Horror Books
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An Exciting--Fun ReadReview Date: 2004-10-28
Suspenseful with many twistsReview Date: 2004-06-03
I recommend buying "The Key" (the sequel)at the same time because you won't want to wait to find out what happens next.
Excellent and fast read!Review Date: 2004-04-15
If you think you can pin the ending of this book Joe thought ten steps ahead of you. I was constantly guessing and never too sure how it would end.
The main character, Bren, is well-developed and likeable, you want to meet him and make him a friend.
I LOVE murder mystery and I LOVED this book. Just try and put this book down, I dare you.
A book that is hard to put down!Review Date: 2003-11-05
EngrossingReview Date: 2003-03-30

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Great Book!Review Date: 2008-01-22
Dean Koontz booksReview Date: 2007-11-13
Some of his best ever!!Review Date: 2007-05-26
Watchers was the first Koontz novel I read and is still my all-time favorite. The pairing of opposites, the lonely madianly woman with the quick-witted hereo, and the introduction of the golden retreiver, for me, was his break-through novel.
Too bad they have never redone Watchers and Whispers into quality films.
I think that Mr. Koontz could now at least bankroll part of the production and I for one would stand in line to see them.
I recommend this collection to those who don't know Koonz's work, you'll become hooked.
I also recommed a new religious conspiracy spy thriller Solomon's Key: the COIS Project. Like Koontz, R. Douglas Weber writes convincing, strong female leads.
SOLOMON'S KEY THE CODIS PROJECT: A CONSPIRACY THRILLER
I loved this book!!!Review Date: 2007-01-10
A good place to startReview Date: 2005-05-17
First of all, Watchers is a MUST read. I was skeptical that it could be *THAT* good, but it was. It's brilliant, unforgettable, and at times, a tear jerker. It's about a lonely, depressed man named Travis and a lonely, "homely" sheltered creepmouse of woman, Nora who are brought together by a super-intelligent golden retriever who's escaped from a government lab. Meanwhile, a vicious failed experiment of a creature has also escaped, intent on killing the dog, whom the couple adopt and name Einstein. It's when we learn WHY the creature wants to kill Einstein, when we learn MORE about this terrifying creature that makes our hearts break and the tears flow. Watchers features a truly sympathetic bad guy, and the character's development and progress (espescially Nora's) throughout the story are amazing to watch. There's also a sub-plot in the first half of the story with a psychotic cable guy stalking Nora. Wonderful book, rivaled only by the excellent Intensity as Koontz's best.
Whispers is also a fantastic book. An aquintance sneaks into a semi-famous screenwriter's house and tries to kill and violate her. She kills him, and one day he shows up at her house again, apparently having risen from the grave. Unfortunately, everyone, save for one police officer, thinks she's either mistaken, nuts, or lieing for attention. Eventually we learn that the villian is actually convinced that the female protagonist is his mother risen from the dead, in another body. Why does does he despise his mother so much? What are the nightmares about "whispers" that he has every night about? How could Bruno still be around when he's been killed? There is, of course, a budding romance between the officer and the female protagonist, and there's also a very *detailed* sex scene. One scene where the villian rapes and murders a young woman is very disturbing and somewhat graphic.
Shattered is the lesser of the three, but it's still a good book, and a nice, quick, simple read just like The Face Of Fear is. It's about a guy and his eleven year old brother who are driving across the country to meet his fiance Courtney. Unfortunately, Courtney's jealous ex just so happens to be trailing them, along for the ride, and determined to kill him. He tries to break into their hotel room one night and even wields an ax in one scene.
Overall, this is a great place to start when it comes to Dean Koontz. I'm currently reading my 16th Koontz book, and I highly recommend:
Intensity
Hideaway
The Door To December
Darkfall
Phantoms
Shadowfires
Dragon Tears
The Bad Place

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wrong number 2Review Date: 2007-11-30
Wrong number#2Review Date: 2007-11-30
# 2Review Date: 2007-11-30
Wrong Number 2Review Date: 2006-12-19
"You're not safe anywhere. I'll get my revenge!"Review Date: 2008-02-02
Then they realize that someone is nearby, watching them, close enough to know their every move. Someone who desperately wants revenge. Someone who wants to reach out... and kill them..


Behold a Pale HorseReview Date: 2001-08-12
Better and BetterReview Date: 2000-12-24
so soft he takes you by surpriseReview Date: 2000-05-08
First book I read by Leib and I am impressedReview Date: 2000-06-15
A Definite Page Turner!Review Date: 2001-06-16


good bookReview Date: 2008-06-27
Fear Street SagaReview Date: 2006-02-16
the best R. L. Stine saga ever!!!!!Review Date: 2004-07-16
Best ones!Review Date: 2004-06-26
My Favorite Among the SagasReview Date: 2003-06-28

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Awesome Quick Read!Review Date: 2006-11-11
Kudos to Serena Robar on her first book
You'll Want to Take a Bite Out of This Book!Review Date: 2006-05-24
This novel is phenomenal and I devoured it in a matter of hours. Laugh out loud funny and deliciously addicting.
Humor and irony abound in a very different kind of vampire story teens will relishReview Date: 2006-06-13
beguiling chick lit serio-comic vampire novelReview Date: 2006-06-07
The Vampire Tribunal comes over to serve her with a summons because she is not a vampire but a half-breed Undead because she is too many generations removed to be a full Vampire. Undead have different abilities then vampires and the tribunal looks at them as abominations that must be destroyed. She has to appear before them and make a case that she should not be destroyed but she doesn't have a clue how she is going to manage it.
Aimed at the young adult market BRACED 2 BITE will also be thoroughly enjoyed by adults who like chick lit serio-comic vampire novels. Since her incisors were removed when Colby wore braces her father makes her a mechanical contraption to take their place and some of the funniest bites in the book take place around them. The heroine is strong willed and willing to fight against the injustice of the Vampire Council in their deadly dealings with the undead. Readers will be happy to know that this is just the beginning of a charming, beguiling and totally entertaining new series.
Harriet Klausner
Courtesy of Teens Read TooReview Date: 2006-05-24
Sixteen-year old Colby Blanchard is the typical blond-haired, blue-eyed cheerleader. She's also very intelligent, has plans to get hunky Aidan Reynolds to ask her to the Homecoming dance, and, while she's at it, will finalize plans for her upcoming seventeenth birthday party. What Colby didn't plan on, or enter into her BlackBerry, was getting knocked out by the Eastside Attacker on the way home from a football game. Where, she might add, Aidan the slimeball went off with Allison to an after-game party.
When Colby comes to and returns home, she's very surprised to learn she's been missing for nearly forty-eight hours. Even more surprising, though, is drinking her mother's blood and healing her wound when she cuts herself with a knife. Oddly enough, although frightened, it's not until her Great-Aunt Chloe points out the puncture wounds on her neck that Colby realizes something weirder than a nighttime attack has happened to her. Colby is now a vampire, with the pale, pasty skin, yellowish eyes, and thirst for blood to prove it.
Her family seems to take the change in their daughter relatively in stride--Aunt Chloe even had to stake a few vampires years ago during the War when she was a nurse. Her father rushes to help in the only way he knows how (he's an orthodontist) and makes her a hideous headgear apparatus so she can feed, since her canine teeth were removed years ago. So not only is she a freak vampire, she's a mutant freak vampire.
To add insult to injury, two vampires come a-calling, informing Colby that she's been summoned to make an appearance to the Tribunal for, and get this, being Undead without a license. The fact that Thomas, the cute, helpful vampire, wants to help her make her case before the Tribunal is one thing. The fact that he's asked to be her Executioner if the Tribunal rejects her plea for a license is quite another.
BRACED2BITE is a fun, hilarious read. All of the characters are well-rounded, and the fast-paced dialogue makes the book a delight to read. If you like vampire stories with a dash of romance and a whole bunch of humor, this is definitely the book for you. And thankfully, the next book in the series, Fangs 4 Freaks, is already scheduled for release in November 2006.

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Beautifully DarkReview Date: 2008-08-20
A Grim Interpretation of classic PoeReview Date: 2008-06-17
You may already own the stories here, but it's worth it for the art alone. The classic stories combined with Gris Girmly's artwork are truly amazing.
There was one particular image I recall from reading The Fall of the House of Usher that was such a loving tribute to Vincent Price it really moved me. In fact, I ended up writing Mr Grimly an email to tell him how much I appreciated his work and to ask about the possibilty of a companion book which he hinted was in the works. You can tell he is also a fan of the material.
Mystery & Madness Indeed! What Fun!!Review Date: 2008-06-03
Edgar Allen Tales of Myster & MadnessReview Date: 2008-02-10
You've never seen Poe like this...Review Date: 2008-09-15


Acererak's Tomb is revisited, and You Can be There!Review Date: 2007-05-10
Do more than meets the viewer's eye.
You've left and left and found my tomb
And now your soul will die!"
These words struck fear into the hearts of players at Origins I. With them, they knew that they had entered the most devious of all the creations to emerge from the mind of E. Gary Gygax. As player after player lost his character to Acererak's tomb, the creator of AD&D looked on, I'm sure, with an evil grin.
Tomb of Horrors was the first module ever published by TSR. It set the bar high for all that would follow. It inspired people like Grmitooth to try to invent increasingly deadly traps. It made AD&D into a game of intellect and wits, not one of hacking and slashing. It is probably the most popular adventure of all time.
So who is the upstart, Bruce R. Cordell, who thinks he can write a sequel? Does he think he can do justice to the master, the father of all adventures, the Great Gygax? Does this sequel, Return to Tomb of Horrors, do anything more than insult the greatest of all dungeon crawls? Read on, you might be surprised.
To answer the question, we must look at Gygax's original intention. Was he trying to smite players everywhere? Was he trying to make them frightened and instill a feeling of hopelessness? Was he just being mean?
No. He had fallen into a trap many of us do. He had characters, Rob Kuntz's Robilar and Ernie Gygax's Tenser, who seemed to walk through whatever challenges he put before them. He needed something that would test them to their limits. Something that would teach them humility. He needed an adventure that not even they could defeat.
Alan Lucien gave him the idea. He locked himself in his writer's room and began to invent the deadliest adventure that ever was. This time, they'd know a challenge.
So what happened? Robilar sacrifice many orc retainers to get to the last tomb. There, he dumped the treasure into a bag of holding and amscrayed. Tenser manage to defeat Acererak himself, proving to Gygax that an ingenious player can negotiate any but the most arbitrary death traps.
Then he continued to carry it in his briefcase, pulling it out whenever a player claimed to have an unbeatable character. More often than not, they remembered things they had to do and quickly left the table as the other players looked down at their dead characters in horror.
The module then debuted at Origins I. It hit the shelves in 1978. The rest is history.
So now Cordell has written a sequel. How, you might ask yourself, can this box set pretend to be a sequel deadliest 12 pages in role playing history? Does this man actually think he can pull it off?
Let me assure you, gentle reader, he not only thinks he has, but he has.
The adventure starts years after treasure hunters spent their blood and souls in Acererak's final resting place. The place is all but forgotten by most, but as of late, and evil necromantic force has been reaching out of the Vast Swamp. The party begins examining the problem and comes across a name, "The Devourer."
This name leads them to the path of a man who sought the Devourer years before, a mage named Desatysso. As the party follows the long-cold trail of this mage, they discover that there is more to the Tomb than anyone has ever suspected.
You see, Acererak wanted to build a series of tests, to lead people toward a final great reward. Unfortunately, the knowledge of the true purpose of the Tomb was lost, and only Desatysso seems to have found it.
The test consists of three parts: a Tomb, a City and a Fortress. Evidently, crawling into the tomb and smashing Acererak's skull is not enough. He must be hunted to his conclusion and stopped in his dreaded apotheosis. Otherwise, his demonic minions will just keep rebuilding his tomb and adventurers will keep spending their souls there.
This dungeon is not for the weak of heart. It suggests that players not take their beloved characters in, and I wholeheartedly agree. The PK rate is extremely high.
I set up a party of fourteen characters, giving each player at least two. They then started the adventure. However, I couldn't see how they could have any guarantee of surviving the original Tomb (which is included in the boxed set), much less get far enough for me to produce an adequate review. I therefore began sending them dreams. Dreams of people who were not them, but they recognized as each other. They were going through this strange tomb, and they knew that all this had taken place years ago. Finally, at the end, they threw themselves against the demi-lich. The Paladin, who had died and failed his resurrection survival (a convenient accident, not a plot element), appeared and got them to vow to kill this force of evil, no matter what it took, no matter how many lives.
It was then that the players realized they were dreaming of a past life. They threw their might against Acererak and were soundly destroyed.
This plot device worked well. They had already played the Tomb by the time they got to it in present day, and were therefore able to get a full compliment of characters through it. It also gave them a sense of purpose that unified them with these characters they didn't know. It was a right proper epiphany, and feel free to use it when you buy this product yourself.
Anyway, this allowed them to progress beyond this most classic of Tombs, into a place where Orcus himself once walked, the city of Moil. This place has claimed four or five characters (though their pact is keeping Acererak from devouring their souls, so they can come back again in another 50 years, should the party fail).
I'll not give away any more of the plot. Buy this product, and you'll see.
I was not convinced I should give it this good of a review, however. You see, I have always loved the Tomb, and I was afraid I was biased. I therefore gave it to a friend who has never (in my memory) liked a TSR module. He gave this his grudging approval, unable to blow any holes in its plot.
A good product. The traps are as deadly as ever, but this adventure is surrounded by intricate plots and histories. There is so much going on here that the players will never even guess it all.
This is one of the things I love about this module. It is filled with information that the players will never know. They will never fully understand the history of the necromantic academy that has sprung up around the tomb. My players have figured out that the City of Moil worshiped Orcus, but they will never figure out that it was put to sleep because it turned to the worship of a God of Morning.
Most writers try to invent complicated and awkward ways of making sure that the players discover the core of all their intricate plans. Not Bruce R. Cordell. If he had James Bond in his clutches, when Bond asked what this was all about, he'd shrug and put a bullet in his head. It's enough that the GM knows, so that he can flush out details as needed. The players will never guess most of what's happened here.
My players have made me promise to tell all when it's done.
Anyway, this adventure tests players to their furthest. Not only have my players latched onto their characters, four of them have married now (the characters, that is), so that they can snatch some joy in the midst of all this horror. It takes a powerful setting to force people to start searching for affirmations of life.
So there it is. I'm rarely impressed with adventures anymore. I'm not forgiving enough. This module needs no forgiveness. Other than an abuse of absolutes ("nothing can save the character if happens"), I can find no criticism for this product. My players have been going through it for months now, and I have rarely had so much success.
So did they survive? I can hear the question in your minds.
The question should be "Will they survive?" The party has begun spending more time on roleplaying than problem solving. They lick their wounds and clutch each other in the night, whispering reassurances. The adventure continues at a slow, methodical pace, and has become a campaign unto itself. If they survive this, I don't think that can convince them to play other characters. I mean, when you've taken someone into the darkest of all pits, you develop a bond.
Too bad they'll all be dead by the time you read this.
An Intense Deathtrap Challenge Even For Experienced PlayersReview Date: 2000-10-21
Set in Greyhawk but usable in any campaign, this adventure begins with mysterious villager disappearances and swarms of undead. Your party comes to investigate and becomes entangled in a web of deadly schemes. But what does this have to do with the original Tomb of Horrors? The one that's been dared by many, plundered by few, over the years? Well, it's still in business, and still merrily eating heroes. But if the original deathtrap dungeon was a satisfying meal, this new adventure, wrapped around the original module and set 20 years later, is a murderous banquet. This is the first dungeon adventure I've ever read where I actually felt sorry for the players, and I'm including the original Tomb in that. The new story enfolds the original dungeon crawl in a deadly blanket of new traps and additional story, creating a hideous multi-stage gauntlet for anyone seeking the final mystery at the end. Yes, you get to visit the Tomb itself again, but its significance has changed and deepened.
I have to agree with the author on the use of characters for this adventure: either the group ought to be specifically rolled up for this adventure, or, if the players' regular favorites are to be run through the scenario, tone the thing down, WAAAYYY down. There are sections in this beastly tome that can kill one character per page, and, as the party penetrates the deeper mysteries, the killer trap rate escalates to one or more per room. This makes a party of four-to-eight high-level PCs seem rather puny, and suggests a horde of henchmen, hirelings, and cannon fodder, preferably walking out in front.
Can someone familiar with the original Tomb play or enjoy this? Absolutely. In fact, I'd like to see a group of players, all either DMs who have run Tomb or players who went through it successfully, go through the Return to the Tomb of Horrors. Maybe they'd live long enough to get to the second half of the adventure. Maybe.
This boxed set is stuffed with goodies. There are nine maps and seven new monsters in a full-color maps and monsters book. The maps are very clear, with one exception: Map 3 is so darkly printed that the color-coding is very difficult to make out, but I believe that because of the restricted movement in those areas there should be little impact on play. An illustrated "module" of 160 pages, with appendices of new spells and magic items, includes many "old" spells relying on several other AD&D books (some out of print) but the author urges the DM to make appropriate substitutions when necessary. There is a facsimile of the original S1: Tomb of Horrors module, which is actually used in play. DMs will want to go through this and make detailed adjustments beforehand, since it is not written to 2nd edition AD&D standards. No problem for collectors worried about the value of your original copy: this is not an exact facsimile, as the illustration booklet is bound into the middle. A new illustration book holds scenes to be shown to the players at various points in the adventure, and because since there are two scenes on each page you might want keep a sheet of plain paper folded length-wise handy for covering the second illustration. Lastly, there are handouts for the players, consisting of an eight-page "journal" (in a very difficult font) and a double-sided color card, with special instructions for photocopying and preparation.
In playing this adventure DMs may want to keep in mind their particular players' temperament and game style: are they looking for a real, undiluted challenge, or are they going to be murderously upset by the DM making their PCs into elf flambe, dwarf kabobs, and Halfling hash in one evening? If there is serious risk of you becoming a DM pretzel, you might want to edit this severely and just integrate it into your regular campaign.
Return to the Tomb of Horrors is an excellent adventure in the old module style.
--Sharon Daugherty for Skirmisher Online Gaming Magazine
This is a quality productReview Date: 2000-11-26
Return To The Tomb of Horrors is a quality product from top to bottom. The boxed set includes many maps, illustrations, the original Tomb of Horrors, an expansion to the Tomb of Horrors story (the equivalent of 3 more adventures), and more.
I have not yet run this module, but have read all the contents, and plan to implement it as soon as possible. The story is well written, EXTREMELY original, and the many traps are truly inspiring. Despite the fact this boxed set is the equivalent of 4 normal length adventures, all of the encounters are unique and often ingenious. As I read the module, I found myself often wondering what the writers would think of next.
Note to GM's: This module is possibly the most deadly I've ever read. I would only recommend it for experienced players. Even then, expect casualties.
Fantastic Module- one of the best everReview Date: 2001-06-05
A readerReview Date: 2002-02-22
Everything starts good as a plot is well formed and progresses well for a little while. It gets even better when the party arrives at the environs of the old tomb. All right, ervything pretty [dang] cool thus far. Realistic, fun, and the players better think before they act rashly.
So you are thinking why 3 stars only? Well, the problem is it all goes downhill from there. Once the players leave the old Tomb the new area is just silly. It makes no sense that something this powerful would have ANY trouble with the PC's. Plus the traps are illogical and almost impossible to detect. By this time, roleplaying is long forgotten as players just push their characters from point to point and hope to make their saving rolls.
Still, it gets 3 stars for a good effort from TSR. But there certainly are better choices out there.
Finally, I am amazed so many D&D'ers are impressed with killer modules. Big ... deal. Give me something to excite the players' imagination. That is what role playing is supposed to be about.


The Road to Hell Review Date: 2008-09-16
Now Jesse's former co-worker, the incubus Daunuan, keeps showing up in her life. Pushing all the buttons he knows so well. He has brought some other of her former `friends' with him and they just won't leave her or Paul alone. In fact, they want to have a soul-stealing (Paul's soul-, that is) good time.
The Road to Hell is a hell of a good time. Ms. Kessler has written a strong character in Jesse. Jesse knows who she is, where she wants to go and what she is willing to do to get there. Additionally, the reader is drawn into the interplay between all the diverse personalities. The descriptions of Hell and where Hell is headed are perfect. The reader is left satisfied and yet wanting more.
Emma
reviewed for Joyfully Reviewed
an absolute score for Ms. Kessler!Review Date: 2008-07-20
After Jesse decided to give up on Hell and all of its luxury amenities - who can forget the Lake of Fire, roasting eyeballs over the campfires (tasty), and that wonderful aroma of sulfur and brimstone (ah, reminds me of home), all Jesse wants to do is live out her mortal life. Is that too much for one girl to ask? And what is it with all the demons accosting her in the bathroom? Sheesh, a girl can't even get a bit of privacy anymore.
But Hell is now under new management, and He is still smarting after Jesse turned her back on Hell. He's decided that Jesse needs to be made an example of and means to bring her back - no matter the cost! So now Jesse's caught between having to fight off her ex-demon lover who keeps trying to tempt her back into Hell (and hooboy, can he ever do some tempting)and trying to survive the murderous psycho demon, Lilith. But when the demon's all fail in luring Jesse back into the fold, they go after the one thing that really matters to her - Paul.
This second addition to the wonderful Hell on Earth series is an absolute score for Ms. Kessler! Her writing keeps you pinned to your seat with a book you're unable to put down. And while following Jesse through the mundane mortal life is entertaining enough, it's when she goes back to Hell that the real fun begins. It's a wonderful supernatural mixture of wit, romance, and some very hot (no pun intended) scenes. I can honestly say I loved this book and eagerly await the next in the series.
~Mippy Carlson
PNR Reviews
Sizzling--a must read for all urban fantasy fans!Review Date: 2008-06-25
Hang in there, folks--something tells me that Hell is just gonna get hotter.
Red Hot SequelReview Date: 2008-05-22
The story is very good but what really drives this tale is what made the first book such a sinful pleasure: the characters and the dialogue. Kessler has created a host of captivating characters and enriches them with scrumptious and witty banter that will make fans of "Buffy: TVS" or the "Juno" movie feel right at home. Plus, Jesse is a wonderful leading lady. There's no way you can resist the charms of that seducer with a soul.
Funny, sexy and exciting is "The Road To Hell". Jackie Kessler is a goddess and this book needs to be in your shopping cart right now.
Great Sequel to Hell's BellesReview Date: 2008-04-18

Review by Randy SipinReview Date: 2006-11-16
one of my all-time favoritesReview Date: 2004-07-29
The Santanic MillReview Date: 2005-02-14
This book is very creepy, mysrerious, and unpredictable which, I think, is great. There are several things to focus on, so it doesn't get boring. It's very nervewracking, too. All in all, it is one of the best books I have ever read. I give it a five-star rating.
The Satanic MillReview Date: 2003-12-24
One of the best--and scariest--books I read as a child.Review Date: 2003-02-17
The story begins as a young boy named Krabat, somewhere around present-day Eastern parts of Germany, falls asleep wandering, and dreams of ravens crowing. Their message is for him to go to the mill some miles away, to sign up as an apprentice. Which he does, of course, and soon learns that it is no regular mill. (Nor is it quite Satanic, actually--for it is not Satan who runs it). He may stay, or he may go; if he goes, he will learn magic from the Miller himself. Of course, he stays--and becomes one of the apprentices, who turn, at their Master's command, into black ravens. All peachy so far--until the cleverest (and the kindest) of all the apprentices dies an unnatural death--but not before having made his own coffin and dug his own grave.
In the (happy) end, of course, Krabat will have to choose between love and good and fairness--and magic. Between being a regular boy and a powerful Miller himself; but such a choice will not come to him easily--and he will have to fight for his life, and that of his love.
My favorite characters in the book were the idiot Yuro and the Great Pumphut, who gives the Miller a run for his money. The story is very creepy (or I think it would be for a 13-14 year old; I know it was for me), poignant and beautiful.
Related Subjects: B C F G H I K L P S T W
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My copy of the sequal, The Key, just arrived from Amazon and if it is as good as The Reflection, then I want to read everything written by the talented Mr. Bright.