A girl finds herself running through the forest at the edge of a village with no memory of anything, even her own name, and later learns that she might be twelve-year-old Isabelle, believed to be stolen by a witch six years before.
Presents thirteen twisted versions of such familiar fairy tales as Red Riding Hood, Jack and the Beanstalk, Hansel and Gretel, and the Three Billy Goats Gruff.
Welcome to the fairy-tale world where Hansel and Gretel are horrible children who deserve to be baked and where Beauty is dismayed when her beloved Beast turns human. In the realm of the Brothers Grimm and the Sisters Weird, when the sky really does fall, Chicken Little becomes the leader of a religious movement, gets her own TV show, collects millions of dollars to build a theme park, and then makes off with the money. These tongue-in-cheek interpretations of more than a dozen favorite fairy tales will have readers in stitches.
When Ted's five-year-old sister, Vicki, invents an imaginary friend, no one is too concerned . . . except that Vicki's friend has the never-popular name of Marella, and unlike most imaginary friends, Marella can move things. Ted might think Marella is a ghost, but why would a ghost haunt Vicki, of all people? And why would she suddenly move into a house Ted's family has lived in for ages? And why is Marella terrified of another ghost, a dark figure who seems to be hunting Ted? Hilarious, haunting, and unexpectedly moving, There's a Dead Person Following My Sister Around is Vivian Vande Velde at her frightening best.
If Howard had known the old hag was a witch, he never would have taunted her. But he did, and she did what witches do--cursed him--and now he's a goose! Howard is desperate to become a human again. But the only way to break the curse is to do three good deeds. How can you help others when you've got webbed feet, wings for hands, and can't say anything but "Honk"?
It's the most advanced computer role-playing game ever: When you play you're really there--in a dark dream teeming with evil creatures, danger-filled fortresses, and malevolent sorceries. The game plugs directly into your brain--no keyboard, no modem, no monitor. And for game hacker Arvin Rizalli and his friends, no cash up front, no questions asked . . . and no hope of rescue when the game goes horribly, deathly wrong.
It's bad enough that Deanna has to waste her summer in France and her only friend is a mangy black cat, but now she's staring hopelessly into a well, trying to figure out what in the world to wish for. Before she can make a wish, the cat scratches her, her watch falls into the well, and then . . . so has she! Except that now she's in medieval France, the cat is a handsome young man, and her watch has the power to completely change history. Maybe a quiet summer would have been nice?
Sixteen-year-old Nyssa uses her ability to sec into people's dreams to discover who murdered her parents six years ago.
On Halloween, six-year-old Sarah encounters a witch who repays her kindness by making her magic wand real for the night, resulting in a series of wishes come true that the witch then has to fix.
The wizard has big summer plans: to garden, to fish, and to nap. The only thing better would be if he had someone nice to share the days with. But the only people who show up want him to rescue yet another princess, lift the usual vile curse, confront a fearsome ghost, deal with a pack of magical hooligans, harvest a crop of golden cucumbers, and on and on. . . . A wizard's work is never done!
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