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In the midst of an innocent lakeside campout, five modern-day children are transported back into the time of George Washington. Humorous, historical fiction that middle graders will enjoy.
This historic time-travel fantasy is a riveting sequel to a bestselling classic.Ten-year-old Matt Carlton and six friends are accidentally swept back in time--to Boston in 1776! The British now occupy the city, and redcoat guards are everywhere! While the boys are being held captive by a den of Patriot spies, the girls have been taken in by a wealthy Tory family.The pox is rampant; danger lies around every corner--and there's no hope for returning home to their own time. How will these seven children survive?Readers will relish the nonstop action and humorous dialogue in this riveting sequel to Woodruff's bestselling novel, GEORGE WASHINGTON'S SOCKS.
Poppy built Meadow Mews first skyscraper and the opening celebration has attracted people from around The Overworld. In the middle of the festive grand opening, there is a loud explosion. The crowd falls into a crater in the ground that brings them back in time, where the Minecraft Universe is in the midst of a crisis. There is a shortage of wheat and people are going hungry. Brett studied this part of history and tries to help the people using facts from that time period. While in the past Brett discovers there were parts of Minecraft’s past that were left out of history books. The crowd from the grand opening celebration doesn’t want to help the people in the Overworld; they just want to go home. Can Brett help the farmers of the past while helping the crowd get back to the present?
During a school trip to Ellis Island, Dominick Avaro, a ten-year-old foster child, travels back in time to 1908 Italy and accompanies two young emigrants to America.
-- By GURPS system designer Steve Jackson, and World Fantasy Award winner John M. Ford. -- Winner of the Origins Award for Best Roleplaying Supplement.
Josh had no future until he discovered he could travel back into the past One step away from prison, 17-year-old Joshua Jones breaks into the house of the local eccentric, the Colonel, and finds himself transported back to Hitler's war rooms in 1944. The Colonel rescues Josh and introduces him to a secret society of time travellers sworn to protect the future, taking him on an epic adventure into the alternate histories and guilds of the Oblivion Order. But Josh struggles to escape his broken past and the death of his best friend. Caught between a magical world of possibilities and a life of crime, will he use his new-found powers to alter his timeline? Can the Order help him to find the future he never dreamed he could have? The Anachronist is the first novel in The Infinity Engines Series. If you're a fan of time travel, fantasy and history, then you'll love this fast-paced adventure!
Infinite Worlds . . . Infinite Adventure! The good news is, there are other Earths. Maybe an infinite number. The bad news is, somebody out there doesn't like us. The shuttles of Infinity Unlimited jump between parallel Earths, seeking adventure, profit, knowledge, and even entertainment. But a parallel called Centrum has also developed the technology to hop between the worlds . . . and it wants to rule them all. The Infinity Patrol must deal with their ruthless rivals, as well as with world-jumping criminals, and with the possibility that the secret of dimension travel might escape to some of the really nasty alternate worlds like Reich-5. Welcome to the core setting of GURPS Fourth Edition! Every other GURPS setting is on one of the Infinite Worlds timelines . . . whether they know it or not! GMs can use this to create a whole meta-campaign, or just as an excuse to move characters between worlds when the plot requires it. Compiled by Kenneth Hite, the master of alternate histories, GURPS Infinite Worlds combines and updates material from GURPS Time Travel, GURPS Alternate Earths, and GURPS Alternate Earths 2 into one volume, and gives dozens of new worlds to explore as well! This is the complete genre book on both alternative-world gaming and time travel. It offers detailed advice on the unique challenges of running this type of campaign, and on designing and playing characters who regularly cross between settings. It also provides a wide variety of suitable threats and hazards - from evil cross-time Nazis and cosmic conspiracies to "ordinary" monsters and disasters. And it gives guidelines for building alternate worlds from the perspectives of the setting, the story, and the rules. Whether you're playing accidental travelers or the hardened troops of the Infinity Patrol, this book is your gateway to adventure. Infinite adventure.
One twin plots in a dark tower, mastering the arcane forces of magic and learning the secrets that will allow him to enter the Portal and challenge the gods themselves. The other twin hides from personal demons at the bottom of a bottle, not yet having found the courage and wisdom to become whole. Their legend will change both the history of Krynn and its future. The legends of other heroes stand waiting to be written. Personal journeys, great quests, and heroic sacrifices all lie ahead. Sometimes it is not the world that needs to be saved, but a soul. The River of Time not only provides the chance to find the forgotten history of Krynn, but a chance to visit the world as it might have been. Discover an Ansalon untouched by Cataclysm, where the Godpriest reigns supreme; visit a magocracy, a land in which the Orders of High Sorcery rule through the power of magic; roam the dragonlands, crushed under the terrible might of the Dark Queen and her dragon highlords. Legends of the Twins is a resource for games set in the world of DragonLance. Inside one will find information for players, including variant rules for character traits, new feats, prestige classes. New spells and magic items allow characters to journey across the River to Time. Dungeon Masters will discover an amazing wealth of campaign possibilities, including travel into Ansalon's distant past or many different alternate versions of the world-available to introduce into a current campaign or as a launching point of one that is entirely new. All information within this volume is fully compatible with the revised edition of the d20 System game. Book jacket.
When substitute middle-school history teacher Rush Revere takes his students back in time to eighteenth-century Massachusetts, they witness the Battle of Lexington and learn about the Declaration of Independence.
Molly Moon meets . . . Molly Moon? In this third book in the wildly popular New York Times bestselling series, mesmerizing orphan Molly Moon and her fabulouspug, Petula, are off to India, where they discover a new twist in the potential power of hypnosis: time travel! With the book available in trade paperback for the first time, readers can experience Molly’s adventure in an edition perfectly suited for time travel.