What was supposed to be a relaxing ocean crossing for Billy Stuart and his friends after their adventures on the island of Crete quickly transforms into a veritable odyssey. A violent storm throws them off their maritime course and leads to a downpour of events with potentially tragic consequences: mutiny, vicious monster attacks, siren songs and more. The dire situation doesn't get any better when they finally make it to shore. A thousand dangers make the Zintrepids' every waking moment seem like a nightmare. And is Billy Stuart still on the trail of his grandfather, the explorer Virgil Stuart who has traveled through time? Or are the Zintrepids forever lost in an unknown age and strange place? Brightly illustrated and enhanced with games and puzzles throughout, Billy Stuart and the Sea of One Thousand Dangers is the third title in the Billy Stuart Adventures series, following Billy Stuart and the Zintrepids and Billy Stuart in the Minotaur's Lair.
Dan is not sure he'll survive the boring field trip to a remote heritage farm. How could a place with no running water, telephone or electricity be anything but dull? The farmer knows nothing about farming and is angry about having to conduct the tour. And what's with his tattoo? The teacher requests a private word with the farmer and then mysteriously disappears. After a messy attack of allergies, Dan is excused to find a tissue. He sneaks back to the school bus and discovers the driver and teacher have been bound and gagged. The farmer is really an escaped convict with nasty plans. Will Dan be able to find help in time?
Mr. Flinn's best students go to the space museum a few hours away from Tellis, their planet. But Mr. Flinn is fed up with them. They argue. And they don't get along. They certainly aren't setting an example for the best and brightest Tellis has to offer. But on the way home, Mr. Flinn is knocked out when their self-driving space bus is hit by a space rock, which knocks out the engine. The eight sixth graders have to figure out how to work together, especially when they learn something more sinister than a rock disabled their bus.
Get the facts about extreme sports--bungee jumping, paragliding, dirt bike racing, and more--before reading The Climb, an exciting story about having to participate in extreme sports to survive.
White-water adventure stories offer an introduction to the sport of kayaking.
While racing her dogs in the Iditarod, Kara proves that the greatest win is something other than having her team come in first.
Wilf is convinced his parents want nothing to do with him. When he isn't in school, he is left to his own devices or shipped away to camp. But at fifteen, Wilf is adamant that he is too old for summer camp. When his parents ignore his protests and ship him off anyway, he knows how he will get their attention: He will escape from camp by canoe and spend the rest of his vacation alone in the woods, proving to his parents he deserves his independence. His plan begins to unravel when his cabin mate forces Wilf to take him along. Things go from bad to worse when a younger camper follows them and they all end up in a fight for their lives against the unforgiving river.
When she was seven years old, Geraldine (Jerrie) Mock took her first airplane ride. She decided then and there to be a pilot. Growing up, she was inspired by radio broadcasts detailing the travels of aviatrix Amelia Earhart. Joan Merriam was 15 when she took her first plane ride in 1952. She got her pilot's license before she could even drive a car. And like Jerrie, Joan too was inspired by Earhart and wanted to circle the globe, following Earhart's exact route. Years later, when both women begin to plan their dream flights, they are completely unaware of each other, and coincidentally pick the same time to depart. But when the media gets word of their plans, the stage is set for the race of a lifetime. This picture book retells the extraordinary story of the 1964 air race between Americans Geraldine Mock and Joan Merriam Smith, the first two women to fly around the world.
Meet Digger and Daisy! They are brother and sister. These dogs like to explore their world and see new things. Sometimes they agree with each other. Sometimes they disagree. But no matter the situation, one thing always stays the same--their love for each other. In playful, simple stories written especially for the K-1 audience, author Judy Young explores the dynamics and nuances of the sibling relationship. In Digger and Daisy Go Camping, it's summertime and the siblings head out to the woods to camp. Daisy says it will be fun but Digger isn't too sure. There might be bears. Digger and Daisy hike and swim and camp. But when it comes time for bed, Digger has a hard time falling asleep. Is it a bear?
At the end of The Pirate Captain's Daughter, Catherine and cabin boy William are marooned on Pox Island by the murderous crew of the pirate ship Reprisal. The young lovers see no hope of escape. In Voyage of the Sea Wolf, the continuing saga of Catherine's sea adventures, she and William are rescured from their island prison by the Sea Wolf, a pirate ship pursuing the Reprisal. Catherine worries that these new pirates will send her back to the island once they discover she's a girl. But then, she meets the captain of the Sea Wolf. A Woman! Surely, Catherine thinks, the bloodshed and brutality she and William experienced aboard the Reprisal can't happen again, especially under the leadership of a female captian. But just as things seem to be going their way, the captain takes a liking to William. Catherine is forbidden to see him. If Catherine and William want to stay together, they must find a way to now escape from the Sea Wolf.
Ten boldly illustrated stories tell classic tales from different cultures of battles between heroes and powerful opponents. Tales include: Theseus versus the Minotaur, and Perseus versus Medusa, from Greek mythology; Beowulf versus monsters and dragons from Anglo-Saxon mythology; and the Mayan twins versus the lords of the Underworld. Other well-known stories feature Sinbad the Sailor from Arabic literature, and the Swiss hero William Tell. Feature boxes add additional details to help readers better understand concepts in the story as well as the time period in which the story was written.
One day, a mysterious note fell from one of my uncle's ancient manuscripts. This note contained the clue that would guide a man to the center of the planet. My uncle was determined to follow the clue and discover what no man had found before. Our discoveries are brought to live in this striking graphic novel adaptation.
Howard Pyle's classic tale of magic, bravery, and honor tells of the adventures of King Arthur. From the time young Arthur pulled the fabled sword from the stone, he was a just king. As the head of the Round Table, King Arthur led the most gallant men and brought peace to the land. King Arthur's most dramatic struggles are retold in the Calico Illustrated Classics adaptation of Pyle's King Arthur and the Knights of the Round Table.
J.M. Barrie's classic fantasy tale of the boy who would not grow up brings the fairies, mermaids, and lost boys to young readers. When Wendy, John, and Michael follow Peter Pan to the Neverland they encounter the lost boys, Indians, and Captain Hook and his pirates! The incredible adventures with Peter are retold in the Calico Illustrated Classics adaptation of Barrie's Peter Pan.
Alexandre Dumas's classic tale of betrayal and revenge follows the life of Edmond Dantes. After young Dantes is falsely imprisoned in the Chateau d'If, he is taken under the wing of another prisoner and taught to be a gentleman. By deceiving his jailers, Dantes escapes prison and sets off to take revenge on those who had betrayed him. Follow the powerful story of friendship, betrayal, and revenge in the Calico Illustrated Classics adaptation of Dumas's The Count of Monte Cristo.
Carter Lewis is thrilled when he gets a coded message from his computer-programming uncle offering him the coolest job in the world - helping test a new virtual reality program. Carter will even put up with Uncle Dan's other new helper, Carter's brainiac cousin Isabelle. Everything is fantastic until Uncle Dan discovers someone has tampered with the code in The Three Musketeers. The hacker has left clues to his identity, so Uncle Dan sends the kids in to check each "book" for the hacker's tampering. Their mission is to pass the clues found in Alice In Wonderland on to him while he goes underground to track this guy down.
Uncle Dan is still tracking down the hacker known as Storm. While Carter waits, he's looking for a way to get out of actually reading his homework. Since Isabelle has cleaned up the virtual reality code, Carter heads into "The Legend of Sleepy Hollow." What he doesn't know is that Storm has left a few traps. Isabelle can't get the virtual reality program to shut down to get Carter out of the suit. She has to try the most dangerous thing of all - a reboot of the system. If she can't get it back online, Carter only has a few minutes of air left.
It turns out Storm never had Uncle Dan at all! He is now safe at home and the virtual reality system is secure against all hacking. Uncle Dan has finished his prototype and arranged for a buyer. The buyer, a young woman, says she wants to try the suit first and she needs a guide. So Carter agrees to enter Great Expectations with her. What the family doesn't know is the young woman is actually Storm and she's got one last trick up her sleeve -- revenge!
Storm has captured Uncle Dan and is holding him hostage. To get their uncle back, Carter and Isabelle have to destroy the suit and delete all his files for the program. But, Carter knows Storm can't resist a challenge so he dares Storm to compete against him inside a book. If Carter guesses which character in Treasure Island that Storm is, Storm has to release their uncle immediately. If Storm wins, Isabelle will destroy everything in their uncle's lab. Now Carter has to figure out who on Treasure Island isn't who he seems!
A wealthy but unpublished author hires Uncle Dan to turn his book into a virtual world so that he can get the attention of a publisher. But soon Carter and Isabelle begin to suspect this author is a little too desperate for success. In fact, he's lifted characters and dialog directly from classic books for his masterpiece. Can Carter and Isabelle reveal the plagiarism of Edgar Allan Poe's The Purloined Letter and convince Uncle Dan to put a stop to this novel nightmare?
Uncle Dan invites Carter and Isabelle to help him unveil the virtual reality suits in a huge bookstore in New York. The test in Alice In Wonderland goes fine. But when a brownout fries Uncle Dan's system, two kids are trapped inside the suits. Somehow, the suit combined Wind in the Willows and Peter Pan and Uncle Dan and Isabelle can't get the kids out. Carter must suit up in the spare rig and bring the kids out while Dan and Isabelle struggle to repair the damaged controls.
Epic stories showcasing fabulous art. This series following EPIC voyages and discoveries, retell the adventures in fictional style.
Epic stories showcasing fabulous art. This series following EPIC voyages and discoveries, retell the adventures in fictional style.
Epic stories showcasing fabulous art. This series following EPIC voyages and discoveries, retell the adventures in fictional style.
Epic stories showcasing fabulous art. This series following EPIC voyages and discoveries, retell the adventures in fictional style.