Martin, Paul

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Beatrice's spells

2003
Beatrice calls in extra help when her spells do not succeed in ridding the Manor of all its annoying monsters.

Von Skalpel's experiment

2003
Professor Von Skalpel, who lives in Monster Manor, has a new invention, but the invention is causing some monstrous problems.

Wolf Man Stu bites back

2004
Stu the werewolf thinks things are bad when all the other Manor monsters suddenly get mad at him, but when he gets blamed for sheep disappearing from the village, Stu must prove his innocence to save his life.

Runaway zombie!

2004
Steve is missing and Eye-Gore is convinced he has been zombie-napped; but while investigating the mystery, he uncovers deep secrets that threaten to destroy all of Monster Manor.

Count Snobula vamps it up

2004
Count Snobula discovers a box that a contains mysterious good-luck charm, but in order to get it he needs help from his cousin, Odette, and he soon discovers that it might be more trouble than it is worth.

Sally gets silly

2004
Beatrice does not approve of her mother's wild and crazy antics and thinks she needs to cool it, but when a mysterious visitor begins to roam around Monster Manor, mother and daughter join forces to reveal the stranger's identity.

Frankie rocks the house

2003
Frankie has a fantastic singing voice and killer dance moves, so Professor Von Skalpel helps the monster get a record deal.

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