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2020 American Fiction Awards Finalist - Humor "Boswell has created yet another comedic gem. A laugh-out-loud, tongue-in-cheek exploration of dastardly deeds and mayhem." -Authors Reading A demon hound haunts Crab Cove, taking its victims as they come. When a mutilated corpse is found in the marshes, Detective Simon Grave rises to the challenge. Everything points to the hound, but it is quickly apparent that the body has been stabbed repeatedly, in a way that suggests serial killer Chester Clink also may be involved. Or maybe not. Grave and his team, including his partner, Sergeant Barry Blunt, and androids Charlize and Smithers, who fancy themselves as Sherlock Holmes and Watson, follow clues that lead them from drone manufacturing plants, to the labyrinthine caves along the shore, to the abode of a strange Scotsman who plays his bagpipes on a bluff above the crime scene. As always in Crab Cove, one killing leads to another, further pressuring Grave to solve the mystery-fast. The year is 2053. Time to . . . Release the hounds! (And the drones.)
American Fiction Awards Finalist - Mystery/Humor PenCraft Awards Winner for Literary Excellence (Mystery) "Boswell continues his genre-defying series in this ambitious adventure…" –Publishers' Weekly ***This box set includes the first three mystery novels in the Simon Grave Mystery series by Len Boswell. Book #6, Simon Grave and the Wrath of Grapes, is now available! A Grave Misunderstanding (Book 1) Murder has come once more to the seaside town of Crab Cove, testing the mettle of "almost handsome" Detective Simon Grave and his "nearly invisible" partner, Sergeant Barry Blunt, who investigate a locked-room mystery with a significant twist: the prime suspects are in the locked room, not the victim, a logic-defying situation that challenges the team at every turn. As if murder weren't enough, they must also investigate the simultaneous disappearance of The MacGuffin Trophy from that same locked room, the studio of artist Whitney Waters, famous for her stylized paintings of red herrings. Who is/are the killer(s)? How did he/she/they get out of the locked room with the trophy, kill the victim, and return unnoticed by others in the room? These and other questions, including the limits of logic and the meaning of life, are posed and perhaps even answered in this quirky, near-future mystery. Yes, there are robots. Simon Grave and the Curious Incident of the Cat in the Daytime (Book 2) Murder rocks the seaside town of Crab Cove, but to solve the crime, Detective Simon Grave must first deal with the curious incident of the cat in the daytime. Murder has come yet again to the seaside town of Crab Cove, testing the mettle of Detective Simon Grave, his "almost invisible" partner, Sergeant Barry Blunt, and his new assistant, Charlize, a simdroid (an android lookalike of a famous person) who fancies herself a match for Sherlock Holmes, in the simulated body of Charlize Theron. When a body is discovered on a deserted beach, alongside a deactivated Betty White simdroid, the game is afoot. Grave must not only deal with the murder, but also come to grips with a deadly prognosis for his retired detective father. The murder and his father's illness take them on a tour of local cemeteries, including a new graveyard that features multiscreen videos celebrating the lives of the deceased. They soon discover that the only way to solve the murder is to first deal with the curious incident of the cat in the daytime. Simon Grave and the Drone of the Basque Orvilles (Book 3) A demon hound haunts Crab Cove, taking its victims as they come. When a mutilated corpse is found in the marshes, Detective Simon Grave rises to the challenge. Everything points to the hound, but it is quickly apparent that the body has been stabbed repeatedly, in a way that suggests serial killer Chester Clink also may be involved. Or maybe not. Grave and his team, including his partner, Sergeant Barry Blunt, and androids Charlize and Smithers, who fancy themselves as Sherlock Holmes and Watson, follow clues that lead them from drone manufacturing plants, to the labyrinthine caves along the shore, to the abode of a strange Scotsman who plays his bagpipes on a bluff above the crime scene. As always in Crab Cove, one killing leads to another, further pressuring Grave to solve the mystery—fast. The year is 2053. Time to... Release the hounds! (And the drones.)
"More gleeful madness. Joyous!" -Michael Hartnett, author of The Blue Rat Murder has come to Crab Cove once more-this time a triple murder. Three young women, one a professional tennis star, are found dead within hours of each other. All have died by lethal injection, and each has the same crab tattoo. Grave and his team set out to investigate the murders, quickly learning that they will be assisted by a young woman from Mars, Kismet Salamander, who has come to Earth as part of an exchange program between Crab Cove and the Mars Colony. Salamander, a quirky and rebellious teen, the first girl born on Mars, has two goals: to solve the case and to check off as many items as possible on her "crater" list of things to see and do on Earth. She proves to be more than capable at both. As the case unfolds, Grave and Salamander discover that much more than murder is involved. To solve the case, they will have to deal with a new technology that threatens not just Crab Cove and the Earth, but the entire universe itself. The year is 2055. Get ready for murders most foul-and fun!
Detective Simon Grave's tour of a local winery turns sour when a body is discovered in the fermentation tank for his favorite wine, Duct Tape Chardonnay. To solve the murder, he and his team of fellow detectives will have to question strangers, a long-lost love, and his choice in wines. Publishers Weekly describes Boswell's PenCraft Award-winning series as a "genre-defying" adventure, a sort of cozy, sort of sci-fi, sort of paranormal, always-funny series set in the quirky seaside town of Crab Cove. As with all Simon Grave mysteries, simdroids (androids who resemble famous people) play a critical role in solving the crime. Expect humorous takes on the advance of technology, the effects of global warming, and nothing less than the meaning of life, death, love, and loss. Get ready for a fun read. The year is 2054, and the future is filled with mystery.
The discovery of a dead body is nothing new for Detective Simon Grave, but when the body and the murderer are both invisible, well, that's another matter entirely, even in the futuristic town of Crab Cove. The question is whether he and his human and android team are up for the challenge, which also remains to be seen. Making his job even more difficult is the sudden retirement of Captain Henry Morgan, who taps Grave as acting chief. And working two jobs becomes even more complicated when other bodies show up-or actually don't show up, sort of. One thing is certain, though: it all begins (and perhaps ends) with The School of Casual Invisibility, a school that has trained scores of people to become invisible at will. Publishers Weekly describes Boswell's PenCraft Award-winning series as a "genre-defying" adventure. As with all Simon Grave mysteries, simdroids (androids who resemble famous people) play a critical role in solving the crime. Expect humorous takes on the advance of technology, the effects of global warming, and nothing less than the meaning of life, death, love-and invisibility. Get ready for a fun read. The year is 2054, and not seeing is believing.
"A hilarious, imaginative romp. An absolute joy!" –Michael Hartnett, The Blue Rat When the head of a hovercycle club inexplicably calls in news of his own murder, Detective Simon Grave and his team are drawn in to Crab Cove's hovercycle underworld, a world of loyalty, betrayal, greed, and-yes-irony. As if murder weren't enough, the bombing of an election debate stage has the mayor pressing for a quick resolution to both crimes. It becomes increasingly clear that the crimes are connected, and that the solution will require the unraveling of an elaborate criminal scheme-and more. As with all Simon Grave mysteries, simdroids (androids who are built to resemble famous people) play a critical role in solving the crime. Expect humorous takes on the advance of technology, the effects of global warming, and nothing less than the meaning of life and death-and love. The year is 2053. Time to hop on your hovercycle and take a fun ride!
How to design a world in which we rely less on stuff, and more on people. We're filling up the world with technology and devices, but we've lost sight of an important question: What is this stuff for? What value does it add to our lives? So asks author John Thackara in his new book, In the Bubble: Designing for a Complex World. These are tough questions for the pushers of technology to answer. Our economic system is centered on technology, so it would be no small matter if "tech" ceased to be an end-in-itself in our daily lives. Technology is not going to go away, but the time to discuss the end it will serve is before we deploy it, not after. We need to ask what purpose will be served by the broadband communications, smart materials, wearable computing, and connected appliances that we're unleashing upon the world. We need to ask what impact all this stuff will have on our daily lives. Who will look after it, and how? In the Bubble is about a world based less on stuff and more on people. Thackara describes a transformation that is taking place now—not in a remote science fiction future; it's not about, as he puts it, "the schlock of the new" but about radical innovation already emerging in daily life. We are regaining respect for what people can do that technology can't. In the Bubble describes services designed to help people carry out daily activities in new ways. Many of these services involve technology—ranging from body implants to wide-bodied jets. But objects and systems play a supporting role in a people-centered world. The design focus is on services, not things. And new principles—above all, lightness—inform the way these services are designed and used. At the heart of In the Bubble is a belief, informed by a wealth of real-world examples, that ethics and responsibility can inform design decisions without impeding social and technical innovation.
Provides headings for topics, literary and organizational forms, and names of individuals, corporate bodies, places, works, and so on, that might be needed to catalog a general collection used at least in part by children and readers or viewers interested in popular topics.
Displaying a wide range of knowledge and interpretive skill, Darwin and Faulkner's Novels reexamines the fiction of the great twentieth century American author from the interdisciplinary perspective of sociobiology. Challenging the assumption that Faulkner's South was nothing other than a reactionary wilderness and charting the manner in which Faulkner learned and applied his evolutionary concepts, this book unsettles staid interpretations of the Falknerian canon and overturns habitual judgments as to the value of his later novels.
The Alchemy Key