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Stitch Head 6 Book Set gathers six adventures by Guy Bass, following Stitch Head, a mad professor’s forgotten creation. Hidden away in the maze-like dungeons of Castle Grotteskew, he lives among bizarre experiments and a menagerie of monsters made by the frightfully insane Professor Erasmus.
Across the collection, Stitch Head is drawn into a run of almost-lifetime escapades as new dangers arrive at the castle and beyond. The stories include hungry orphans and a terrifying beast in Grubbers Nubbin, a ghost stalking the corridors, a rescue attempt that leads to a far more gruesome monster, and an unexpected visitor with plans to deliver a monster to the Venture Club.
In the dungeons of Castle Grotteskew, Professor Erasmus makes strange monsters, but his first creation has been forgotten: a small, almost-human creature called Stitch Head. When travelling circus ringmaster Fulbert Freakfinder offers him the chance to become a star, Stitch Head wonders if it could mean freedom. First, he must capture the professor’s latest creation, a three-armed monster causing mayhem in the castle.
The orphans at Castle Grotteskew are running riot, and the castle has run out of food. Stitch Head and Arabella head to Grubbers Nubbin to see what they can pilfer, only to come face-to-face with a terrifying, savage beast. The danger raises the question of whether one of Professor Erasmus’s creations is loose.
A villainous ne’er-do-well haunts the corridors of Castle Grotteskew, setting its sights on Stitch Head’s heart and soul. Believing his heart once belonged to the vicious rogue, Stitch Head feels his world begin to fall apart. He must decide whether to give in to the evil ghost and do its bidding.
When Stitch Head sees his ice-blue eye for the first time, he becomes convinced it once belonged to the legendary pirate Captain Flashpowder. He starts to wonder if he is part-pirate and prepares for life on the high seas. Fishy business closer to home, however, brings his plans to a halt.
When Arabella ends up in the orphanage, Stitch Head leaves Grotteskew and its creatures behind to attempt a daring rescue. A far more gruesome monster is waiting, and Stitch Head soon finds himself trapped in its web with no chance of escape.
An unexpected visitor crash-lands on top of Castle Grotteskew, and Stitch Head knows it can only mean trouble. Eccentric explorer Dotty Dauntless has wagered her fortune on delivering a monster to the Venture Club. The problem is that the castle’s monsters are as meek as kittens.
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