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When John, Jane, Sue and Lisa, four children of different ages, temperaments and desires, travel to Egypt for a great adventure to look for priceless treasure in the ancient pyramids, they experience challenges beyond their wildest dreams. However, one of them has a secret: she is planning a meeting with a local boy whose life story she has learned through contacts in an internet chat room. Their first tasks in this mysterious land are those of the average tourist: inspecting the treasures in the vast museum and wending their way through the maze that is the Cheop pyramid. They could not know that what seemed like normal encounters were deliberate attempts to attract their attention, or that their plans would take an unexpected turn as one of the children disappears and is soon followed by another. The three who remain in the dark pathways of the pyramid feel varying degrees of fear and hysteria but find friendship and challenges when they meet a surprising savior a long-lost queen who needs their help to regain her kingdom. Just as they make her acquaintance, the first of the lost children reappears and the four of them accept an invitation to play a magic board game which seems a bit scary. Once they are assured that nothing bad will happen to them, and that the game is a test of their skills and personalities, the children embark on a series of adventures which transport them, one at a time, back into ancient civilizations where they live out the roles of old villains and heroes, and meet mystical creatures. Each of the adventures requires courage and resourcefulness as they fulfil their roles and form a lasting bond with their lovely queen. They experience events that more than meet anything they could have imagined, but one of them has a more important desire, that of meeting her exotic soul mate who has been lost to her.
Dream Adventure is an illustrated rhyming story which is appropriate for children ages 3 and up. A great night time read as it explores a dream. Illustration builds the visualization of the rhyme, bringing the story into life. Discover imagination at work and help your child to capture their dream.
Arthur Cleveland Finch was an eminently practical man. Naturally he didn't believe that the carnelian cube was a "dream-stone" with supernatural powers. But, of course, if he were going to wish himself into another world, he would choose one where everything was perfectly rational. Finch got his wish - with a bang! And he soon discovered that one man's rationality can easily be another man's nightmare. He awoke a poet in a strange place where status meant everything and a man could be tried for umpteen kinds of crimes for reciting a poem in public. So, being optimistic as well as practical, Finch tried again - and again. And the worlds kept getting wilder, more improbable, and funnier - but more dangerous, too. The question was, could Finch find Utopia¿ before losing his skin?
Every day can be an adventure. Especially if you bring balloons. Ever wondered what it would be like to ride a carousel right off its platform? As Emma discovers, all it takes is a handful of balloons and a very kind polar bear to show you the way. This soaring story of friendship, between a carousel bear and the little girl who noticed him, will take readers to the arctic and back—in time for bedtime, of course—and remind them anything is possible. Even flying.
Dive into these dark, haunting, and richly illustrated adaptations of two tales from H. P. Lovecraft’s Cthulhu Mythos. In this hauntingly illustrated adaptation of two of H. P. Lovecraft’s most famous stories from the Cthulhu Mythos, illustrator Dave Shephard captivates readers with stories of supernatural monsters so powerful that humanity is deemed irrelevant. The Call of Cthulhu and Dagon introduce the Great Old Ones, powerful deities who reside outside the normal dimensions of space-time, with physical forms that are impossible for the human mind to fathom. This handsome edition presents these stories in rich and colorful detail, making it an accessible and entertaining gateway to Lovecraft’s world.
Presents the popular stories featuring Harold Shea and Dr. Reed Chalmer and their adventures to worlds and time periods only limited by their imagination.
"New Deawardians created by Abnett & Culbard"--Title page.
An oversize volume that tells the history of American movies in text and hundreds of photographs.