Download Free The Magic Quest Book in PDF and EPUB Free Download. You can read online The Magic Quest and write the review.

Twelve-year-old Aleus and his twelve-year-old sister Esmerelda are on a quest to find their father after mysteriously disappearing after a conference with the chief of Hiwazala. Along the way, they make some new friends who help them along their journey. Will Aleus and Esmerelda find their father? Read this book to find out!
Ever since Martin Banks and his fellow computer geeks discovered that reality is just a computer program to be happily hacked, they've been jaunting back and forth through time, posing as medieval wizards and having the epic adventures that other nerds can only dream of having. But even in their wildest fantasies, they never expected to end up at the mercy of the former apprentice whom they sent to prison for gross misuse of magic and all-around evil behavior. Who knew that the vengeful Todd would escape, then conjure a computer game packed with wolves, wenches, wastelands, and assorted harrowing hazards--and trap his hapless former friends inside it? Stripped of their magic powers, the would-be wizards must brave terrifying dangers, technical glitches, and one another's company if they want to see Medieval England--and their favorite sci-fi movies on VHS--ever again. Can our heroes survive this magical mystery torture? Or will it only lead them and their pointy hats into more peril?
Kwame must stop the green flame from destroying the world, in the second installment of this action-packed early chapter book series perfect for fans of Dragon Masters! Pick a book. Grow a Reader! This series is part of Scholastic's early chapter book line, Branches, aimed at newly independent readers. With easy-to-read text, high-interest content, fast-paced plots, and illustrations on every page, these books will boost reading confidence and stamina. Branches books help readers grow! An evil magic turned Kwame's friend Fifi into a green flame. It also stole the two most powerful calabashes, and now the world is falling apart! Kwame and his friends Esi and Papa-Kow must travel to the Magic Mountain, where the green flame is trying to combine the two calabashes to make one all-powerful calabash. Can they save Fifi and stop the green flame before it's too late? With engaging black-and-white artwork on every page, kids won't be able to put down this fully illustrated, magical, action-packed adventure!
Prince Phillip is no ordinary boy. He is heir to the throne of Vallaire; awaiting only his coming of age to begin ruling on his own. When a map detailing the whereabouts of the long lost, all powerful magic stone is found, the young prince is sent on an extraordinary quest to prove his manhood and protect his kingdom from the evil designs of his stepmother, Queen Camilla. On his journey, he meets four magical creatures to help guide him through the Black Forest and protect him from its mutant inhabitants and the Deadly Trees which come to life at the touch of another living creature. They must cross the Cursed Seas and face the Sea Dragon and escape the clutches of the guardian of the stone; all before Camilla can reach the stone ahead of him. It is a race to secure his future and gain ultimate power through possession of the Magic Stone.
We all love the fairy tales we grew up on, creating a world in which good always wins over evil, where those whose hearts are true and who do the right thing come out on top. But, grown-up competition for success is rough, even cutthroat, and we've often heard that nice guys finish last. Not according to Howard Behar, whose career as one of the three leaders who built the Starbucks organization most definitely proves that nice guys finish first. In THE MAGIC CUP, Behar spins an engaging corporate tale to teach us exactly how we can do the same thing. The story revolves around Vince Steadfast, the newly named CEO of imaginary manufacturer Verity Glassworks, which has fallen on difficult times. Vince is hired to help the once iconic company return to its glory days, and he brings with him a parting gift from his mentor and former boss: a stunning crystal coffee cup from Verity's halcyon days. The cup turns out to be magic - truly - and helps him come to understand and reinvigorate the values that Verity has misplaced along the way. As Vince and his new team make their way to (and through) many challenges, including the aptly named Worthy Way, Perilous Passage and Arduous Stair, the cup fills with a gold elixir and the universal truths that they learn to embrace - such as Responsibility, Forgiveness and Courage - magically become engraved in the glass. In the tradition of great parable writers throughout history, Behar quickly involves us in an engrossing fantasy, continually challenging us to compare each situation with our own real-life experiences. The story of THE MAGIC CUP helps each of us discover that only by acting on sound moral principles can we fill our own cups with the personal and professional success and satisfaction we seek.
Embark on a fantastical journey through Silverwood with "The Last Unicorn's Magical Quests in Silverwood: A Whimsical Adventures for Young Readers." Within the pages of this enchanting collection of 50 short stories, readers will meet the last unicorn and join her on a series of whimsical adventures that will spark the imagination and warm the heart. From mystical creatures to daring quests, this book is a delightful escape into a world where magic reigns supreme. Join the last unicorn as she uncovers hidden secrets, overcomes challenges, and spreads wonder throughout Silverwood. Perfect for young readers and those young at heart, this book is a magical tapestry of charm and adventure that will leave you spellbound until the very last page.
Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: • level design • quest item creation • NPC and dialogue construction • scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com
The author has developed a manual for the easy implementation of the character education program she created. As an added bonus, the book includes an explanation of the action research completed with the original implementation of this program. It includes the necessary lesson plans, eight original hero tales, annotated bibliographies of other applicable tales, assessment pieces, reproducible forms and instructions for implementing the program and the action research piece. It also includes a sampling of the results of her research to date, original student reflections, texts of interviews and analysis. A foreword by well-known young adult fantasy author T. A. Barron, author of the popular Merlin series, is featured.