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Shadows Over Stillwater: Against the Mythos in the Down Darker Trails Setting (HC)
Shadows Over Stillwater: Against the Mythos in the Down Darker Trails Setting (HC)

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Against the Mythos in the Down Darker Trails Setting

Shadows Over Stillwater is a collection of scenarios and locales for Down Darker Trails, the Wild West setting for Call of Cthulhu and Pulp Cthulhu. Contained within are further insights and challenges for those seeking bold adventure in the American Old West.

Featured is a three-part campaign, The Shadow Over Stillwater, set in the mountains of the New Mexico Territory. A hunt for a fugitive murderer leads the investigators into a mystery involving odd townsfolk, strange lights in the sky, walking corpses, and the machinations of a once-powerful and ancient race seeking to reclaim their lost glory.

The campaign is suitable for groups of any size, as the Keeper can easily scale the opposition to reflect the number of investigators. An apparently simple task, bringing a wanted man to justice, brings the investigators to a town suffering an epidemic of bizarre events, from crazed residents to the dead rising from their graves.

Shadows Over Stillwater opens with a three-part campaign called The Shadow Over Stillwater:

Part 1: Lazarus, in Spades, the first scenario in the campaign, sends the investigators to Stillwater, New Mexico. Stillwater’s sheriff has alerted the authorities that a wanted man, Hank Hanratty, has been spotted in the town. The investigators are hired to the outlaw but, on arrival in Stillwater, they are faced with a situation that threatens to plunge them into chaos and death.

Part 2: Trouble on Knife Cut Mesa immediately follows with the investigators heading to the mesa north of Stillwater to seek the source of recent strange events where a band of Mescalero Apache may aid or confuse their investigation. Tracing their quarry into mountains, the investigators come face to face with an ancient evil.

Part 3: Shattered Earth, Poisoned Sky brings the campaign to a potentially explosive finale. Santa Rosita has been wracked with earthquakes—the residents fear that their town will soon be destroyed. The investigators’ efforts to uncover the secret behind the situation may be hampered by the growing paranoia among the townsfolk. The investigators must delve deeply to thwart a plan designed to remake the Earth.

Following the campaign is another adventure, Beneath the Burning Sun, that can be played as a standalone adventure or as a continuation of The Shadow Over Stillwater. The investigators arrive in the town of Shade in Silverhole County, New Mexico where they become embroiled in a desperate bank robbery and join a posse to track down a gang of ferocious outlaws led by a crazed preacher. A bloody trail leads to an abandoned Spanish fort high in the Cebolletas where death awaits.

A new locale for the Down Darker Trails setting follows: Stonegarden expands upon the Down Darker Trails setting. A booming mining town in Arizona, tucked away in the Coyote Mountains, this locale provides a new and fully realized town in which to base adventures. The history of the region, its locations, and people are detailed, as well as its secrets, threats, and Mythos connections. Whether venturing forth to unlock the riddles of Stone Garden Mesa or enjoying the hospitality of the Ralston family, this new campaign setting presents a community with one of the most violent reputations in the entire West. A place of danger, wild adventure, and dark secrets.

Finally, The Devil’s Round-Up provides an extended adventure seed set in a location that may be familiar to long-time Call of Cthulhu fans. A roster of detailed characters, along with their foul agendas are described, ready to darken the day of any investigators who venture into doom-haunted Castronegro.

That’s plenty of adventure to keep your gaming group immersed in the horrors and terrors of the Old West.

According to your preferred style of play, Shadows Over Stillwater can be played using classic Call of Cthulhu, but can also be enjoyed with the Pulp Cthulhu supplement. This book requires the Call of Cthulhu Keeper’s Rulebook (7th edition) to play. Having access to the Down Darker Trails core setting book is highly recommended.

176 Pages
Full color Hardcover
By Kevin Ross, C.I. Werner, & Mike Mason

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45.60 €
Smash Up: Obligatory Cthulhu Set Expansion
Smash Up: Obligatory Cthulhu Set Expansion

Säännöt valmistajan sivuilta.

Just when you thought Smash Up might escape... the International Gaming Authority reminded us we were honor‑bound to include Cthulhu in one of our products. So we set on to make the Cthulhu‑est product ever which you will soon hold in your hands.

Smash Up: The Obligatory Cthulhu Set features crazy Cthulhu cultists, fishy Innsmouth locals, horrifying Elder Things, and good old Miskatonic University members (the Fightin’ Cephalopods). To be certain we got it right, this set also includes a new card type fittingly known as “Madness”, that each of these groups use to various effects. But remember that Madness brings you power but at a price (joking!).

If you’re ready to embrace the creatures beyond the understanding of mortal men, then shuffle up these guys with your pirates, bear cavalry, and others for the most awesome fit of crazed insanity you’ve had in a long time!

* Cthulhu Cultists – Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn! Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn! Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn!
* Elder Things – From reaches beyond space and time come these incredible horrors, bent on... bent on... well we really don’t know, do we? Every time we learn a little bit, we go nuts. Perhaps its the madness they cause that gives them power after all...
* Innsmouth – Ah Innsmouth, idyllic little fishing village on the New England coast. Sample their excellent seafood. Become their excellent seafood! That’s right, you too can become a fish and live with Dagon below the depths. They may look like simple mutants, but in great numbers and with great power the residents of Innsmouth will welcome you into the fold. Or else.
* Miskatonic University – Go ‘Pods! Go ‘Pods! Welcome to your first days at Miskatonic University! We will shape you into a student of the sciences both natural and… otherwise. Certainly our courses seem intense, but there always has to be a small sacrifice for knowledge. “Ex Ignorantia Ad Sapientiam; E Luce Ad Tenebras.”

Combine these groups into teams of two for various effects! Smash Up: The Obligatory Cthulhu Set also contains 8 new Base cards to compete over.

Contents:
* 80 Minion & Action Cards
* 8 Base cards
* 12-page Rulebook
* 1 VP Token Sheet

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32.50 €
Soldiers of Pen and Ink
Soldiers of Pen and Ink

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Soliders of Pen and Ink is a Trail of Cthulhu campaign set in the dark heart of the Spanish Civil War

A comrade is lost. Enemies surround you, and your fellow soliders cannot be trusted. Can you rescue your friend while retaining your sanity?

Madrid, 1936. The Investigators have come to Spain to shoot a documentary on the war sympathetic to the Republican cause, but find themselves trapped in the Siege of Madrid. One of their team goes missing, and their literary colleagues say it’s pointless – even dangerous – to ask what happened to him.

In a war of competing ideologies, unorthodoxy can merit the death penalty, even amongst those opposing Fascism, but is this Communist oppression or something more sinister?

Players need have no knowledge of the Spanish Civil War to experience this adventure – their Investigators can be naive idealists, and Keepers can be confident that the text explains historical background.

Dare you negotiate steely-eyed Communist ideologues, blood-thirst fascists and the horrors of an inhuman cult to rescue a friend?

“[I often have] the feeling that the very concept of objective truth is fading out of the world... From the anti-Fascist angle one could write a broadly truthful history of the war, but it would be a partisan history, unreliable on every minor point. Yet, after all, some kind of history will be written, and after those who actually remember the war are dead, it will be universally accepted. So for all practical purposes the lie will have become truth.”
- George Orwell, “Looking back on the Spanish War”

Author: Adam Gauntlett
Artist: Jerome Hugenin, Melissa Gay

Pages: 72 page perfect bound

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16.80 €
Stunning Eldritch Tales
Stunning Eldritch Tales

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Four Heart-Pounding Pulp Adventures for the smash hit new game Trail of Cthulhu. From tropical desert islands, to the streets of Shanghaii, from bloody murder to dimensions beyond our own, Stunning Eldritch Tales offers the first taste of adventure for budding Investigators.

Devourers In the Mist: A rugged adventure tale in which the survival of island castaways is tested not only by the elements - but by the twisted shapes of half-seen, sadistic entities who haunt the atoll's jungled interior!

Shanghai Bullets: Guns-blazing danger portends and international intrigue unfurls in the city of conspiracy, the licentious, opium-infused Berlin of the East. In the shadow struggle between nations, no weapon is more fiercely coveted than the star mirror. It brings blood-draining death from beyond the stars!

Death Laughs Last: When philanthropist and gadabout Addison Bright is found bizarrely murdered in his own New York mansion, only a team of doughty investigators can protect his reputation-and the sanity of mankind-from the awful truths lurking in his tragically colorful past.

Dimension Y : A scientific experiment yields the promise of a glimpse into an adjoining reality, a repository of man's dreams and memories. But when the heroes peer through this window... they find cosmic horror peering back at them!

By Robin D Laws
Format: 8.5"x11" Perfect Bound, 82 pages

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21.60 €
Terror Australis (HC)
Terror Australis (HC)

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Call of Cthulhu in the Land Down Under

The driest, flattest, and smallest continent, Australia is almost as big as the continental United States, but has a fraction of the inhabitants—six million people in 1925. Beyond the settled areas, three-quarters of the land remain relatively little known until after World War Two. Seen by those in Europe and America as one of the last great wildernesses, despite decades of exploration and incursion, it remained a place that guarded its secrets.

While the ancient and primordial character of the Australian inland lures many, it is the cities in the south and east that have become centers of population. Surprisingly modern and surprisingly British in character—it is not uncommon for foreign visitors to express astonishment when they disembark from their steamer in Sydney or Melbourne and find themselves in a great metropolis with all the modern refinements of London or New York. Ever present, though, are the modern blights afflicting cities worldwide: organized crime, overcrowding, civil unrest, and uncertainty.

This unique mix of old and new—the tension between civilization and the frontier—is what makes Australia a particularly fertile 1920s setting for Call of Cthulhu. Those Keepers wishing to challenge their players with tales of gang-related squalor underpinned by ancient Mythos threats can find ample opportunity in Australia’s urban environments. Equally, investigators do not have to go too far into the Outback to become entangled in tales of stark frontier life bereft of modern conveniences of technology, underpinned by dark shadows cast by the Ctuhlhu Mythos that seem to haunt the very landscape. And for Keepers who wish to push investigators to the very limits of wilderness survival, there is no shortage of opportunities for true expeditions into places where Europeans and Americans have never set foot.

In Australia, the investigators come face-to-face with supernatural forces that have endured for longer than humanity has existed; they can attempt to step inside the ancient legends of the Aboriginal peoples of Australia in search of mystical knowledge; they can cross swords with nefarious cults intent on diabolic schemes, or challenge unwitting scientists who haplessly threaten to achieve a similar end by probing the mysteries of the Australian land.

Brining your investigators to Australia is certain to reward your gaming group. For, as soon as they have set foot upon this ancient continent, adventure, peril, and mystery abound. Whether run as an Australian campaign, a series of one-shot games, or a protracted stop over during a globe-spanning campaign, the time spent in the Land Down Under will not be wasted!

What’s In the Book?

Australian History and Geography
Covers the European exploration, from the land being a convict colony through to the Australian gold rush, and beyond to the Great War and its aftermath. We then look at the geography of the Australian continent, noting some archaeological sites and providing an overview of the differing regions and climates.

Australians
Here we focus on the history of Aboriginal Australians and Torres Strait Islanders, as well as the white population, and contrast life in the urban and life in the rural environments. Special focus is given to Australian investigators, with new skills and occupations appropriate to for Aboriginal and white Australians. We round things out with brief biographies of some key Australians of the post-Great War period, who might be encountered by wandering investigators.

Resources for 1920s Australia
This chapter provides a toolkit of historical subjects, usable by Keepers, for running games in Australia. Topics include law enforcement, transport, mounting expeditions into the Outback, communications, and sources for research.

Australian Cities
Provides an in depth look at some of Australia’s key cities, including Sydney, Melbourne, Perth, Adelaide, and Brisbane. Maps are provide for each city, as well as details on notable mysteries or events, and suggestions concerning cults in thrall to the gods and horrors of the Cthulhu Mythos.

Alcheringa
Known to some as “the Dreaming” or “Dreamtime,” the Alcheringa chapter focuses on how to incorporate the wisdom and learning stemming from Aboriginal cultural traditions into games, and features special rules and mechanics for running “dream quests” to gather important information to solve dire situations facing the investigators, as well as the rewards for “solving” a “Song-Line.” The stages of a Song-Line are discussed and presented with examples, such as the Story of Bigibila, which can be played as a scenario introduction to Alcheringa. Topics such as Aboriginal sorcery and artifacts are also discussed.

The Mythos in Australia
Here, the book looks at the dark conspiracies and taint of the Cthulhu Mythos upon the Australian soil, with particular reference to the legacy of the Great Race, the Flying Polyps, and to the elusive and mysteries Sand Dwellers. A range of Mythos cults are presented, ready for the Keeper to incorporate into games, as well as featuring some of the other Mythos monsters that could be found lurking in dark shadows.

Scenarios
The book is rounded out with two large scenarios and appendices.

Long Way From Home: the investigators look into a series of odd and unexplained meteor showers and are drawn into a web of intrigue involving some ancient foes. Presented as a sandbox with multiple entry points, the scenario features a range of plots and encounters set in the remote region of Paralana.

Black Water, White Death: sought-after papers concerning Australia’s convict history lead the investigators to Tasmania and to a dark mystery to terrify the dreams of all concerned. What begins as a simple matter of attending an auction ends with terror and a cosmic threat.

Gathered in the appendices are some of Australia’s deadly wildlife, with game profiles provided for their use in games, as well as timelines covering Australia, and recommended further reading and viewing.

In Australia, investigators will come face-to-face with supernatural forces that have endured for longer than humanity has existed. It is a land of adventure, danger, and ageless wisdom—a perfect for setting for Call of Cthulhu!

Requires the Call of Cthulhu Keeper’s Rulebook (7th edition) to play, and is optionally usable with Pulp Cthulhu.

304p
Edited by Mike Mason

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57.60 €
The Rise, Fall, and Rise of the Cthulhu Mythos
The Rise, Fall, and Rise of the Cthulhu Mythos

In 2008, S. T. Joshi published The Rise and Fall of the Cthulhu Mythos, an exhaustive study of the Cthulhu Mythos as initiated by H. P. Lovecraft and expanded upon by many subsequent writers. Joshi himself confessed to his surprise at finding a substantial amount of superlative Mythos writing in various works written over the years, ranging from Robert Barbour Johnson’s “Far Below” (1939) to William Browning Spencer’s Résumé with Monsters (1995).

In this new edition, extensively revised and expanded, Joshi continues to explore the myriad ways in which writers of all different sorts have elaborated upon the themes, conceptions, and imagery found in Lovecraft’s writings. This edition includes several new chapters on Mythos novels and tales written over the past two decades. Caitlín R. Kiernan has emerged as a leading author of Lovecraftian fiction, fusing her own distinctive idiom with Lovecraft’s central motifs to produce work of scintillating vibrancy. Jonathan Thomas, in stories like “Tempting Providence” and the novel The Color over Occam (2011), has also done outstanding work, as have such diverse writers as Donald Tyson, Ann K. Schwader, Cody Goodfellow, W. H. Pugmire, and many others. Anthologists such as Paula Guran, Stephen Jones, and Joshi himself have enticed some of the best writers of contemporary weird fiction to write original tales employing the Lovecraft idiom, with spectacular results.

So much good Lovecraftian writing is emerging today that Joshi feels justified in retitling his book The Rise, Fall, and Rise of the Cthulhu Mythos.

S. T. Joshi is a leading authority on H. P. Lovecraft and weird fiction. He is the author of I Am Providence: The Life and Times of H. P. Lovecraft (Hippocampus Press, 2010) as well as the critical study Unutterable Horror: A History of Supernatural Fiction (2012). He is the editor of the Lovecraft Annual, the Weird Fiction Review, and Spectral Realms.

357p

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32.50 €
Time to Harvest (HC)
Time to Harvest (HC)

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Death and Discovery in the Vermont Hills!

In 1929, a student died during an expedition in the Vermont Hills. One year later, the Miskatonic University sent another team on the same expedition...

It's time to harvest.

What's Inside?
First released as a six-scenario Organized Play series, A Time to Harvest is available now for the first time in a complete and updated tome. The campaign is compatible with both Call of Cthulhu and Pulp Cthulhu rules.

Into The Hills...
Set in the picturesque state of Vermont at the beginning of the 1930s, A Time to Harvest is a six-part campaign centered on the valley surrounding the sleeping town of Cobb's Corners. A wellspring of resources for the Keeper, the book includes a full suit of player handouts, maps, and details on the key locations preparing you for both the events of the campaign, as well as giving you plenty of information to write your own scenarios set in 1920s Vermont.

Cobb's Corners
A small town nestled in a bountiful valley, Cobb's Corners is a key location in A Time to Harvest. The book details the Vermont town, helping you bring it to life at the tabletop, and to give the setting for your games of Call of Cthulhu a rich, lived-in feeling.

A Wellspring of Investigators
A Time To Harvest contains new rules and advice for creating student investigators. Additionally, there is information on incorporating existing characters into the campaign by bringing in your investigators that have cut their teeth in other scenarios for Call of Cthulhu.

The book includes 10 pre-generated investigators, giving new and eager players everything they need to jump right into the mystery of Cobb's Corners.

Authors: Brian M. Sammons, Glynn Owen Barrass, Mike Mason, Lynne Hardy

336 pages

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60.00 €
Tour de Lovecraft: The Destinations
Tour de Lovecraft: The Destinations

“Searchers after horror,” wrote H.P. Lovecraft, “haunt strange, far places.” Tour de Lovecraft: The Destinations gives you a guidebook to those places, and to places still stranger and farther yet … places shudderingly close to home.

Kenneth Hite guided readers through Lovecraft’s plots and themes in his earlier book Tour de Lovecraft: The Tales. Now, expanding on his “Lost in Lovecraft” essay series in Weird Tales magazine, he takes you on a sight-seeing tour of Lovecraft’s settings: from Arkham to Antarctica, and from New York City to Hyperspace. For Lovecraft the setting was everything, and his legendary locations still hold meanings and secrets for today’s readers. Tour de Lovecraft: The Destinations drives the hidden routes connecting seemingly unrelated tales. It follows the tracks of Lovecraft’s predecessors and models, stops to get its bearings in the real world, then plunges back into mystery, deciphering and explaining the symbols and signs on the Master’s map.

Kenneth Hite climbs the crags of Kingsport with you, and shines a light in the shadows of Innsmouth. Don’t stray far from the group in the Dreamlands, and while in Vermont, please keep your head and hands inside the bus. With Hite as your guide and Tour de Lovecraft: The Destinations as your guidebook, you can’t get lost in Lovecraft even in the loneliest parts of the planet... unless you want to...

So that's what Tour de Lovecraft: The Destinations is all about. Now let's talk about the content.

Modern Cthulhu Mythos master Nick Mamatas provides a Foreword to start the tour. As part of his "Lost in Lovecraft" series for Weird Tales magazine, Ken has already written 14 of the 19 essays that will comprise the basic version of Tour de Lovecraft: The Destinations.

Those are:
* The Woods, Arabia, Arkham, the Dreamlands, The Pacific, New York, Antarctica, Antiquity, Dunwich, Pnakotus, Kingsport, Boston, Hyperspace, and Vermont.

A further 5 essays are still to be written, but Ken already has them plotted out. They are:
* The British Isles, Underground, Innsmouth, the Apocalypse, and Providence.

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32.50 €
Trail of Cthulhu Keeper's Resource Book and Screen
Trail of Cthulhu Keeper's Resource Book and Screen

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Tri-fold Screen and Adventure for Trail of Cthulhu

Some things are better left concealed...
The Trail of Cthulhu Keeper's Screen gives you the most important tables, rules and references for GUMSHOE. Combat, contests, tests and the mind-shattering Stability tables are there at your fingertips, giving you more time for GMing, and less fumbling through rule books. And, on the players' side, Jérôme Huguenin's breathtaking artwork will add to your game's eldritch atmosphere.

With the screen is the Keeper's Resource Book; not the last scribbled words of a madman, but a carefully researched collection of clues, special benefits, game-relevant historical data, NPCs and occupational information for use in play. Each ability is listed with 1930s equipment and practices focussed on their use in adventures to bring your game to life. Sprinkle the sample clues we provide, and offer the listed special benefits to your players. Occupations have detailed backgrounds you can use to flesh out character backgrounds and NPC contacts; discover their techniques, weaknesses and foibles.

Need a mad scientist or a fence? Select from a range of NPCs, some throw-away thugs and cultists, others, detailed contacts with forbidden knowledge, partrician academics, antique book dealers and professional rivals. Each NPC has three quirks or mannerisms so that you can roleplay them consistently, and hooks they can provide to your players.

Finally, there is handy Sanity and Stability summary, with page references to the main book. With amazing artwork, and superb resources, forbidden knowledge has never been so much fun!

By Simon Carryer
Three-ply Screen, 68-page Saddle-stitched book

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26.40 €
Ultimate H.P. Lovecraft Collection
Ultimate H.P. Lovecraft Collection

"Pleasure to me is wonder-the unexplored, the unexpected, the thing that is hidden and the changeless thing that lurks behind superficial mutability."

Howard Phillips Lovecraft, of Providence, Rhode Island, was an American author of horror, fantasy and science fiction. Lovecraft's major inspiration and invention was cosmic horror: life is incomprehensible to human minds and the universe is fundamentally alien. Those who genuinely reason, like his protagonists, gamble with sanity. Lovecraft has developed a cult following for his Cthulhu Mythos, a series of loosely interconnected fictions featuring a pantheon of human-nullifying entities, as well as the Necronomicon, a fictional grimoire of magical rites and forbidden lore. His works were deeply pessimistic and cynical, challenging the values of the Enlightenment, Romanticism and Christianity. Lovecraft's protagonists usually achieve the mirror-opposite of traditional gnosis and mysticism by momentarily glimpsing the horror of ultimate reality. Although Lovecraft's readership was limited during his life, his reputation has grown over the decades. He is now commonly regarded as one of the most influential horror writers of the 20th Century, exerting widespread and indirect influence, and frequently compared to Edgar Allan Poe.

This 800-page jumbo book is the definitive collection for H.P. Lovecraft fans, containing his complete fiction as well as selected collaborations and essays.

"That is not dead which can eternal lie, And with strange aeons even death may die."

Complete Fiction

THE NAMELESS CITY
DAGON
THE CALL OF CTHULHU
AT THE MOUNTAINS OF MADNESS
THE SHUNNED HOUSE
BEYOND THE WALL OF SLEEP
THE DUNWICH HORROR
THE ALCHEMIST
THE LURKING FEAR
MEMORY
AZATHOTH
THE MOON-BOG
THE BEAST IN THE CAVE
NYARLATHOTEP
THE MUSIC OF ERICH ZANN
THE BOOK
THE OTHER GODS
THE CASE OF CHARLES DEXTER WARD
THE OUTSIDER
THE CATS OF ULTHAR
PICKMAN'S MODEL
CELEPHAIS
THE PICTURE IN THE HOUSE
THE COLOUR OUT OF SPACE
POLARIS
COOL AIR
THE QUEST OF IRANON
THE RATS IN THE WALLS
THE DESCENDANT
THE SHADOW OUT OF TIME
THE DOOM THAT CAME TO SARNATH
THE SHADOW OVER INNSMOUTH
THE DREAM QUEST OF UNKNOWN KADATH
DREAMS IN THE WITCH-HOUSE
THE SILVER KEY
THE STATEMENT OF RANDOLPH CARTER
THE EVIL CLERGYMAN
THE STRANGE HIGH HOUSE IN THE MIST
EX OBLIVIONE
THE STREET
FACTS CONCERNING THE LATE ARTHUR JERMYN AND HIS FAMILY
THE TEMPLE
THE FESTIVAL
THE TERRIBLE OLD MAN
THE THING ON THE DOORSTEP
FROM BEYOND
THE TOMB
THE HAUNTER OF THE DARK
THE TRANSITION OF JUAN ROMERO
HE
THE TREE
HERBERT WEST: REANIMATOR
THE UNNAMABLE
THE HORROR AT RED HOOK
THE VERY OLD FOLK
THE HOUND
WHAT THE MOON BRINGS
HYPNOS
THE WHISPERER IN DARKNESS
IBID
THE WHITE SHIP
IMPRISONED WITH THE PHARAOS
IN THE VAULT

Selected Collaborations
THE BATTLE THAT ENDED THE CENTURY
COLLAPSING COSMOSES
THE CRAWLING CHAOS
WINGED DEATH
THE HORROR AT MARTIN'S BEACH
THE HOARD OF THE WIZARD-BEAST
THE MAN OF STONE
THE NIGHT OCEAN
THE DISINTERMENT
THE CURSE OF YIG
METRICAL REGULARITY
THE DESPISED PASTORAL

Selected Essays
AT THE ROOT
THE ALLOWABLE RHYME
NOTES ON WRITING WEIRD FICTION

812p

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39.00 €

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