Journey into Fear #13
☆ Be the first to review + Add to your collection — Join free# Journey into Fear #13 This anthology issue contains four horror stories. "Run, Corpse, Run!" follows Alan Dexter, a young painter plagued by nightmares of corpses in unknown graves, who discovers a mysterious glove that grants him supernatural power but also transforms him into something inhuman. The other three stories featured are "Cult of the Dead," "Vampire's Blood," and "Glove of the Ghoul," each presenting distinct tales of supernatural terror and dark fantasy typical of the horror anthology format.
When a junk man discovers an old camera in the rubbish of a small Hungarian village plagued by a vampire, he realizes the peculiar device can see through flesh and bone—revealing the true nature of those it photographs. His excitement turns to dread when the camera's first image shows his own wife in her monstrous form, setting him on a collision course with a terrible secret that the camera itself seems determined to keep. "Vampire's Blood" is a chilling tale of supernatural vision and the price of knowing too much.
Sir Hector Mason, governor of a tropical island, wages war against a voodoo cult led by the mysterious Tombi—but when he has the man arrested and punished, Tombi swears a terrible revenge. A year later, after Mason has married a beautiful young woman named Nita, the vengeful sorcerer returns in disguise, and his dark magic claims her life, driving the desperate governor to a devil's bargain that will test whether any price is too high to reclaim what he's lost.
Alan Dexter, a dying painter desperate to create one masterpiece before his time runs out, strikes a fateful bargain when Death itself appears at his studio door—he'll paint Death's portrait in exchange for a reprieve. As his macabre painting becomes a sensation and his long-denied dreams of fame and love finally materialize, Alan discovers that his borrowed time comes with a terrible price he cannot escape.
Professor Phineas Finch, a museum curator, steals a scarlet glove from the Metropole Museum—one he believes once belonged to Nero himself—and takes it home to test his theory about its dark origins. When he tries on the ancient artifact, the glove seems to awaken something within him, and the professor finds himself possessed by the mind of the Roman emperor, compelled to recreate Nero's most infamous acts. What follows is a descent into madness as the glove's malevolent will drives him toward destruction—and the glove may have designs of its own that even Nero's ghost cannot control.
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