Download Free In The Deep Woods Of Dudleytown Book in PDF and EPUB Free Download. You can read online In The Deep Woods Of Dudleytown and write the review.

In the Deep Woods of Dudleytown takes place in the Connecticut forest, not far from the charming town of Cornwall, under the shadow of three mountains: Bald, Woodbury, and Coltsfoot. Once a tiny but thriving village of farmers who brought their families from England to settle there, the land known as Dudleytown is now a deserted ghost town, nothing but cellar holes and overgrown weeds where homes once stood. One autumn day, a boy sets out on a journey to find the place where made-myths and legends hide. During his hike along Dark Entry Path, he is taunted by the strange Creature-man, but he is soon rescued by a young girl who takes him to a cave deep in the forest. However, what he finds there is a secret more mysterious than the restless spirits that haunt the woods. Beyond the shadows of Dudleytown is a haunting tale of childhood memories, family, courage, and everlasting love.
In the 18th century, members of the Dudley family settled in the deep woods of the Dark Entry Forest in northwestern Connecticut. Only a century later, Dudleytown was a ghost town with nothing left in the encroaching forest but cellar holes. Legend has it that the Dudleys were descended from a family in England that came to a bad end and that a curse followed them to America, a curse that drove residents of the settlement to murder and suicide. In 1989, Sandy Lawrence, fleeing her abusive boyfriend, is given the use of her friend's house in Dark Entry, one of the few homes in the isolated forest. She is unaware of the legends about Dark Entry but soon discovers the horrifying truth-something evil is alive and well in the deep woods, something intent upon murder. What began as a peaceful retreat from her domestic troubles now becomes a terrifying fight for her life.
Tonight, across America, countless people will embark on an adventure. They will prowl among overgrown headstones in forgotten graveyards, stalk through darkened woods and wildlands, and creep down the crumbling corridors of abandoned buildings. They have set forth in search of a profound paranormal experience and may seem to achieve just that. They are part of the growing cultural phenomenon called legend tripping. In If You Should Go at Midnight: Legends and Legend Tripping in America, author Jeffrey S. Debies-Carl guides readers through an exploration of legend tripping, drawing on years of scholarship, documentary accounts, and his own extensive fieldwork. Poring over old reports and legends, sleeping in haunted inns, and trekking through wilderness full of cannibal mutants and strange beasts, Debies-Carl provides an in-depth analysis of this practice that has long fascinated scholars yet remains a mystery to many observers. Debies-Carl argues that legend trips are important social practices. Unlike traditional rites of passage, they reflect the modern world, revealing both its problems and its virtues. In society as well as in legend tripping, there is ambiguity, conflict, crisis of meaning, and the substitution of debate for social consensus. Conversely, both emphasize individual agency and values, even in spiritual matters. While people still need meaningful and transformative experiences, authoritative, traditional institutions are less capable of providing them. Instead, legend trippers voluntarily search for individually meaningful experiences and actively participate in shaping and interpreting those experiences for themselves.
With the technology of the new millennium continuing to advance, there has been an increased interest in participatory forms of science fiction, fantasy, and horror entertainment such as role-playing and computer games, websites, and virtual reality settings. People seem to have a desire to go beyond the ordinary and well into the fantastic. This work is a compilation of new essays (all but one never before published) written by experts in both electronic and non-electronic game genres, covering computer games, web pages, Internet role-playing, interactive movies, table-top games, live-action role-playing, ghost hunts, action figures and amusement park rides. They cover a variety of viewpoints as to how and why people become so engrossed with virtual reality–type activities.
Covering all 50 states, "Weird U.S." takes an unconventional look at the oddities, outcasts, and just plain strange things to see or do in America.
The best seller in the series. Real hauntings experienced by the author and his friends, including the story of America's first ghost, who was seen by hundreds of people in Maine. There is a chapter on New Hampshire's "Good Ghosts", and another on "Where to go ghost hunting." Do not read at night!
Litchfield is Connecticut's least populated county, yet it boasts more ghosts and legends than anywhere else in the region. Indian spirits and curses pursue those who wronged them. Haunted caves and camps harbor spirits that once called these places home. The Clairvoyant of Colebrook communicated regularly with the dead, while some guests of the Yankee Pedlar Inn refuse to leave. From the Twin Lakes Ghost Canoe in Salisbury to the friendly literary spirit at the Bank Street Book Nook, echoes of the past abound. Tom D'Agostino and Arlene Nicholson reveal the dark secrets of the Nutmeg State's shadowy northwest corner.
From the mediums of Spiritualism's golden age to the ghost hunters of the modern era, Taylor shines a light on the phantasms and frauds of the past, the first researchers who dared to investigate the unknown, and the stories and events that galvanized the pubic and created the paranormal field that we know today.
Step behind the veil of a rarely accessed culture with terrifying and mysterious ghost stories and lore as old and deeply enriched as the Appalachian Mountains themselves. Hosts of the leading, ever-popular horror podcast network, Eeriecast, guide the reader through the winding trails and thick forests of Appalachia, encountering the ghosts, creepy creatures, paranormal sounds, and mysterious mists that cloak and roam this rarely-accessed region. With an emphasis on the rich history and deep cultural roots that haunt the folklore unique to Appalachia, Darkness Prevails and Carman Carrion illuminates the darkest and creepiest stories that have shaped a cryptic and essential aspect of Americana, including: Wampus Cat The Nûñnë'hï The Story of Spearfinger The Ghosts of Shut-in Creek The Scorched Man and more that demonstrate the tapestry of cultures that make up Appalachia, including Indigenous Native American-, colonial European-, and African American-influenced lore. Artful illustrations of each eerie story take this compilation beyond the ordinary, bringing to life the ghosts, monsters, and cryptids of the Appalachian Trail.