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A hair-raising collection of adventure stories that's so big and enthralling if you open it you may never be seen again: enter at your own risk. Everyone loves adventure, and Otto Penzler has collected the best adventure stories of all time into one mammoth volume. With stories by Jack London, O. Henry, H. Rider Haggard, Alastair MacLean, Talbot Mundy, Cornell Woolrich, and many others, this wide-reaching and fascinating volume contains some of the best characters from the most thrilling adventure tales, including The Cisco Kid; Sheena, Queen of the Jungle; Bulldog Drummond; Tarzan; The Scarlet Pimpernel; Conan the Barbarian; Hopalong Cassidy; King Kong; Zorro; and The Spider. Divided into sections that embody the greatest themes of the genre—Sword & Sorcery, Megalomania Rules, Man vs. Nature, Island Paradise, Sand and Sun, Something Feels Funny, Go West Young Man, Future Shock, I Spy, Yellow Peril, In Darkest Africa—it is destined to be the greatest collection of adventure stories ever compiled. Featuring: Lawless open seas Ferocious army ants Deadeyed gunmen Exotic desert islands Feverish jungle adventures Including: The story that introduced The Cisco Kid The complete novel of Tarzan the Terrible
Experience “one of the best adventure books ever written” (Wall Street Journal) in this New York Times bestseller: the harrowing tale of British explorer Ernest Shackleton's 1914 attempt to reach the South Pole. In August 1914, polar explorer Ernest Shackleton boarded the Endurance and set sail for Antarctica, where he planned to cross the last uncharted continent on foot. In January 1915, after battling its way through a thousand miles of pack ice and only a day's sail short of its destination, the Endurance became locked in an island of ice. Thus began the legendary ordeal of Shackleton and his crew of twenty-seven men. When their ship was finally crushed between two ice floes, they attempted a near-impossible journey over 850 miles of the South Atlantic's heaviest seas to the closest outpost of civilization. In Endurance, the definitive account of Ernest Shackleton's fateful trip, Alfred Lansing brilliantly narrates the harrowing and miraculous voyage that has defined heroism for the modern age.
#1 NATIONAL BESTSELLER • The epic account of the storm on the summit of Mt. Everest that claimed five lives and left countless more—including Krakauer's—in guilt-ridden disarray. "A harrowing tale of the perils of high-altitude climbing, a story of bad luck and worse judgment and of heartbreaking heroism." —PEOPLE A bank of clouds was assembling on the not-so-distant horizon, but journalist-mountaineer Jon Krakauer, standing on the summit of Mt. Everest, saw nothing that "suggested that a murderous storm was bearing down." He was wrong. By writing Into Thin Air, Krakauer may have hoped to exorcise some of his own demons and lay to rest some of the painful questions that still surround the event. He takes great pains to provide a balanced picture of the people and events he witnessed and gives due credit to the tireless and dedicated Sherpas. He also avoids blasting easy targets such as Sandy Pittman, the wealthy socialite who brought an espresso maker along on the expedition. Krakauer's highly personal inquiry into the catastrophe provides a great deal of insight into what went wrong. But for Krakauer himself, further interviews and investigations only lead him to the conclusion that his perceived failures were directly responsible for a fellow climber's death. Clearly, Krakauer remains haunted by the disaster, and although he relates a number of incidents in which he acted selflessly and even heroically, he seems unable to view those instances objectively. In the end, despite his evenhanded and even generous assessment of others' actions, he reserves a full measure of vitriol for himself. This updated trade paperback edition of Into Thin Air includes an extensive new postscript that sheds fascinating light on the acrimonious debate that flared between Krakauer and Everest guide Anatoli Boukreev in the wake of the tragedy. "I have no doubt that Boukreev's intentions were good on summit day," writes Krakauer in the postscript, dated August 1999. "What disturbs me, though, was Boukreev's refusal to acknowledge the possibility that he made even a single poor decision. Never did he indicate that perhaps it wasn't the best choice to climb without gas or go down ahead of his clients." As usual, Krakauer supports his points with dogged research and a good dose of humility. But rather than continue the heated discourse that has raged since Into Thin Air's denouncement of guide Boukreev, Krakauer's tone is conciliatory; he points most of his criticism at G. Weston De Walt, who coauthored The Climb, Boukreev's version of events. And in a touching conclusion, Krakauer recounts his last conversation with the late Boukreev, in which the two weathered climbers agreed to disagree about certain points. Krakauer had great hopes to patch things up with Boukreev, but the Russian later died in an avalanche on another Himalayan peak, Annapurna I. In 1999, Krakauer received an Academy Award in Literature from the American Academy of Arts and Letters--a prestigious prize intended "to honor writers of exceptional accomplishment." According to the Academy's citation, "Krakauer combines the tenacity and courage of the finest tradition of investigative journalism with the stylish subtlety and profound insight of the born writer. His account of an ascent of Mount Everest has led to a general reevaluation of climbing and of the commercialization of what was once a romantic, solitary sport; while his account of the life and death of Christopher McCandless, who died of starvation after challenging the Alaskan wilderness, delves even more deeply and disturbingly into the fascination of nature and the devastating effects of its lure on a young and curious mind."
A not-quite epic science fiction adventure about a down-on-his luck galactic pilot caught in a cross-galaxy struggle for survival! Space travel just isn't what it used to be. With the invention of Quantum Teleportation, space heroes aren't needed anymore. When one particularly unlucky ex-adventurer masquerades as famous pilot and hate figure Jacques McKeown, he's sucked into an ever-deepening corporate and political intrigue. Between space pirates, adorable deadly creatures, and a missing fortune in royalties, saving the universe was never this difficult! From the creator of Mogworld and Jam! Benjamin Richard "Yahtzee" Croshaw is a British-Australian comedic writer, video game journalist, author, and video game developer. He is perhaps best known for his acerbic video game review series, Zero Punctuation, for The Escapist.
One of The New York Times Book Review's 10 Best Books of the Year National Bestseller Longlisted for the Man Booker Prize Winner of the RSL Encore Award Finalist for the Los Angeles Book Prize A New York Times and Wall Street Journal Bestseller Named a Best Book of the Year by Chicago Tribune, The Wall Street Journal, The Guardian, New Statesman, Publishers Weekly, and Chicago Public Library Behold the man: stinking, drunk, and brutal. Henry Drax is a harpooner on the Volunteer, a Yorkshire whaler bound for the rich hunting waters of the arctic circle. Also aboard for the first time is Patrick Sumner, an ex-army surgeon with a shattered reputation, no money, and no better option than to sail as the ship's medic on this violent, filthy, and ill-fated voyage. In India, during the Siege of Delhi, Sumner thought he had experienced the depths to which man can stoop. He had hoped to find temporary respite on the Volunteer, but rest proves impossible with Drax on board. The discovery of something evil in the hold rouses Sumner to action. And as the confrontation between the two men plays out amid the freezing darkness of an arctic winter, the fateful question arises: who will survive until spring? With savage, unstoppable momentum and the blackest wit, Ian McGuire's The North Water weaves a superlative story of humanity under the most extreme conditions.
Michael F. Robinson traces the rise and fall of the Hamitic Hypothesis, the theory that whites had lived in Africa since antiquity, which held sway in Europe and in Africa in the late 19th and early 20th centuries.
Inspired by the gamebook fad of the late 80s -- You Are a Cat! is both a parody and homage, focusing on a dysfunctional family, but told through the eyes of their cat. Fully a third of the book is lavishly illustrated from the feline first-person floor perspective. The different choices you make affect people and events! Even something as seemingly trivial as whether or not to purr can result in dramatic changes. As the first book in the fictional Pick-a-Plot series, You Are a Cat! includes numerous fake preview advertisements for improbable future titles in the series, like You Are a Cult Leader! You Are Homeless! and You Are Obsessed With Johnny Depp! An amalgam of image and text, art book and graphic novel, this is the complete package from a talented writer and artist. The kittenish & catactular You Are a Cat! is the closest you'll come to being a cat without dying and being reincarnated as one.
BE A HERO OF THERADo you want to play a game?Think you're good? Really good?Then you might be ready to play The Game ... where clans are sponsored by actual Demon Lords, Gods and Goddesses, Lovecraftian nightmares, and every other demi-entities of power.Still with me?Not running back to your massively multiplayer on-line games, shooters, or table-top role-playing where you can re-roll or respawn after you've been blasted and buried?Cool.Then roll up your sleeves and enter Thera, a kingdom at the crossroads of many worlds. Don't worry, there are all the usual augmented-reality interfaces, level progression, and game mechanics that you love, but Thera is also real, so are its inhabitants ... as is your new custom-designed avatar.Oh, your previous body? We've disposed of that old thing so you won't be distracted trying to get back to your so called "real" life.Did we mention the stakes of The Game? Nothing less than all Creation--every world in every universe and reality.Thus, Death Row inmate, Hector Savage enters Thera, eager to use the gaming skills he's cultivated his entire life. Nothing has prepared him, though, for the schemes of Abyssal Lords, barbarian ghosts, evil wizards, and other bad guys who have plans for him--all before he advances to fifth level!Can he win?Can he survive the Free Trial?Find out in this latest entry of the LitRPG genre, Hero of Thera.