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Return to the fabled Netherese Empire, a land of dangerous magical intrigue where mortals must fight to claim their own destinies In the empire of Netheril, where citadels float, magic runs wild, and mages dabble in games better left for the gods, Sunbright Steelshanks and Candlemas have just escaped the Lower Planes. Caught up in the games of the gods, the adventurers have their own concerns. As Sunbright seeks to rescue his lover AND Candlemas searches for a cure for the disease afflicting the Netherese grain crops, the two encounter a fallen star and Karsus, the arcanist who has transported himself through time to find it. Traveling through Faerûn and time itself, Sunbright becomes an unwilling pawn in a lethal match of wits, wiles, and powers.
The bestselling book for every boy from eight to eighty, covering essential boyhood skills such as building tree houses*, learning how to fish, finding true north, and even answering the age old question of what the big deal with girls is. In this digital age there is still a place for knots, skimming stones and stories of incredible courage. This book recaptures Sunday afternoons, stimulates curiosity, and makes for great father-son activities. The brothers Conn and Hal have put together a wonderful collection of all things that make being young or young at heart fun—building go-carts and electromagnets, identifying insects and spiders, and flying the world's best paper airplanes. The completely revised American Edition includes: The Greatest Paper Airplane in the World The Seven Wonders of the Ancient World The Five Knots Every Boy Should Know Stickball Slingshots Fossils Building a Treehouse* Making a Bow and Arrow Fishing (revised with US Fish) Timers and Tripwires Baseball's "Most Valuable Players" Famous Battles-Including Lexington and Concord, The Alamo, and Gettysburg Spies-Codes and Ciphers Making a Go-Cart Navajo Code Talkers' Dictionary Girls Cloud Formations The States of the U.S. Mountains of the U.S. Navigation The Declaration of Independence Skimming Stones Making a Periscope The Ten Commandments Common US Trees Timeline of American History * For more information on building treehouses, visit www.treehouse-books.com and www.stilesdesigns.com or see "Treehouses You Can Actually Build" by David Stiles
Revisit old favorites and discover even more facts and stories. The perfect pocket book for any girl on a quest for knowledge. Includes New Chapters + the Best Wisdom & Wonder from The Daring Book for Girls
Acclaimed historian Margaret MacMillan explores here the many ways in which history affects us all. She shows how a deeper engagement with history, both as individuals and in the sphere of public debate, can help us understand ourselves and the world better. But she also warns that history can be misused and lead to misunderstanding. History is used to justify religious movements and political campaigns alike. Dictators may suppress history because it undermines their ideas, agendas, or claims to absolute authority. Nationalists may tell false, one-sided, or misleading stories about the past. Political leaders might mobilize their people by telling lies. It is imperative that we have an understanding of the past and avoid these and other common traps in thinking to which many fall prey. This brilliantly reasoned work, alive with incident and figures both great and infamous, will compel us to examine history anew—and skillfully illuminates why it is important to treat the past with care.
"Citizen Kane does Adventureland." —The Washington Post The outlandish, hilarious, terrifying, and almost impossible-to-believe story of the legendary, dangerous amusement park where millions were entertained and almost as many bruises were sustained, told through the eyes of the founder's son. Often called "Accident Park," "Class Action Park," or "Traction Park," Action Park was an American icon. Entertaining more than a million people a year in the 1980s, the New Jersey-based amusement playland placed no limits on danger or fun, a monument to the anything-goes spirit of the era that left guests in control of their own adventures--sometimes with tragic results. Though it closed its doors in 1996 after nearly twenty years, it has remained a subject of constant fascination ever since, an establishment completely anathema to our modern culture of rules and safety. Action Park is the first-ever unvarnished look at the history of this DIY Disneyland, as seen through the eyes of Andy Mulvihill, the son of the park's idiosyncratic founder, Gene Mulvihill. From his early days testing precarious rides to working his way up to chief lifeguard of the infamous Wave Pool to later helping run the whole park, Andy's story is equal parts hilarious and moving, chronicling the life and death of a uniquely American attraction, a wet and wild 1980s adolescence, and a son's struggle to understand his father's quixotic quest to become the Walt Disney of New Jersey. Packing in all of the excitement of a day at Action Park, this is destined to be one of the most unforgettable memoirs of the year.
From the #1 New York Times bestselling author of The Dangerous Book for Boys comes the long-awaited sequel – another action-packed adventure guide featuring full-color illustrations, perfect for dads, grads, and boys of all ages. The Double Dangerous Book for Boys is a treasure trove of the essential activities and skills that have defined generations of boyhoods, from building a treehouse to fishing to finding true north. Designed with the same nostalgic look and feel as the first book, this companion volume includes more than 70 new chapters and important skills, fascinating historical information, and captivating stories, including: How to pick a padlock Making a Flying Machine Tying a Windsor Knot Advice from Fighting Men Questions About the Law Chess Openings Making Perfume Maps of Historic Empires: British, Ottoman, Genghis, Persian, Medes, Babylonian, Alexander Great Speeches Forgotten Explorers How to Wire a Plug and Make a lamp Writing a Thank You Letter Polishing Shoes Parents looking to reduce screen time and rediscover the great outdoors can use this book to fill weekend afternoons and summer days with wonder, excitement, adventure, and fun—learn to build go-carts and electromagnets, identify insects and spiders, and fly the world’s best paper airplanes. This charming and practical guide, packed with hundreds of full-color charts, maps, diagrams, and illustrations, will ignite the imagination and stimulate curiosity, and provide grandfathers, fathers, sons, and brothers the opportunity to deepen their bonds. Conn Iggulden has at last put together a second wonderful collection that is the essence of boyhood.
Jeffrey isn't a little boy with cancer anymore. He's a teen who's in remission, but life still feels fragile. The aftereffects of treatment have left Jeffrey with an inability to be a great student or to walk without limping. His parents still worry about him. His older brother, Steven, lost it and took off to Africa to be in a drumming circle and "find himself." Jeffrey has a little soul searching to do, too, which begins with his escalating anger at Steven, an old friend who is keeping something secret, and a girl who is way out of his league but who thinks he's cute.
What begins as a test of bravery or a sleepover activity—chanting in front of a mirror, riding an elevator alone, taking pictures in the dark—can become something . . . dangerous. This compendium collects the most spine-chilling games based on urban legends from around the world. Centuries–old games such as Bloody Mary and Light as a Feather, Stiff as a Board are detailed alongside new games from the internet age, like The Answer Man, a sinister voice that whispers secrets to whomever manages to contact him with a cellphone. With step-by-step instructions, historical context, and the stakes for each game, this black handbook is the ideal gift for anyone looking for a late-night thrill—but beware who, or what, may come out to play.
A thrilling ethnography of big wave surfing in Hawaii that explores the sociology of fun. Straight from the beaches of Hawaii comes an exciting new ethnography of a community of big-wave surfers. Oahu’s Waimea Bay attracts the world’s best big wave surfers—men and women who come to test their physical strength, courage, style, knowledge of the water, and love of the ocean. Sociologist Ugo Corte sees their fun as the outcome of social interaction within a community. Both as participant and observer, he examines how mentors, novices, and peers interact to create episodes of collective fun in a dangerous setting; how they push one another’s limits, nourish a lifestyle, advance the sport and, in some cases, make a living based on their passion for the sport. In Dangerous Fun, Corte traces how surfers earn and maintain a reputation within the field, and how, as innovations are introduced, and as they progress, establish themselves and age, they modify their strategies for maximizing performance and limiting chances of failure. Corte argues that fun is a social phenomenon, a pathway to solidarity rooted in the delight in actualizing the self within a social world. It is a form of group cohesion achieved through shared participation in risky interactions with uncertain outcomes. Ultimately, Corte provides an understanding of collective effervescence, emotional energy, and the interaction rituals leading to fateful moments—moments of decision that, once made, transform one’s self-concept irrevocably.