Give yourself goosebumps

Compare Series: 
giveyourselfgoosebumps

The curse of the creeping coffin

1996
The reader decides the course of a spooky adventure in which the ghosts from a graveyard bordering grandma's backyard are moving right into her house.

Night in werewolf woods

1996
The reader chooses the course of a spooky adventure at WoodsWorld, where there are rumors that werewolves roam the woods at night.

Under the magician's spell

1996
The reader decides the course of an adventure in which a book of magic spells is stolen, leading to a series of horrifying situations.

Escape from the carnival of horrors

1995
Readers choose from 20 scary endings to complete this story about some terrifying rides at a carnival that gives you the creeps.

Welcome to the Wicked Wax Museum

1996
The reader decides the course of an adventure in which the narrator gets separated from the class on a field trip to the wax museum.

Trapped in Bat Wing Hall

1995
Readers choose from twenty scary endings to complete this story in which the reader is new in town and makes friends with a group of kids who call themselves the Horror Club.

Toy terror

batteries included
1997
The reader determines the course of a scary adventure in which a contest winner must choose between the Annihilator 3000 robot or a tour of the Hasley Toy Factory.

Secret agent grandma

1997
The reader chooses the course of a creepy adventure in which grandma comes to visit and arrives on a train full of angry aliens who are set on taking over the world.

Please don't feed the vampire!

1997
The reader chooses the course of a scary adventure in which a costume kit complete with cape, plastic fangs, and a tattoo of teeth marks is found to contain a substance that can turn people and animals into real vampires.

Escape from Camp Run-For-Your-Life

1997
The reader chooses the course of a ghoulish adventure at Camp Running Leaf--otherwise known as Camp Run-for-Your-Life.

Pages

Subscribe to RSS - Give yourself goosebumps