Fourteen-year-old Susan (or, as she prefers to be called, Sybil) has been trying to reinvent herself ever since the mysterious disappearance of her older sister, Alison. Life has been very confusing since Alison left. Susan's mother has become overly protective, fearful of losing another child. Her new school is not all bad, of course, but it is different and puzzling. Her best friend, Connie, has what could be a wonderful idea -- or maybe it has the makings of a disaster: if they sign up for the school play, they might end up with dates for the freshman dance. Readers will empathize with Susan's attempt to make sense of her confused world, the loss of her sister, a new school, turmoil at home, and the growing pains of adolescence. But Susan, despite all, remains bright, funny, and self aware with the help of a new and intelligently supportive stepfather and a lively group of school friends. The story is believable and touching and distinguished by the narrator's voice.
A boy is trapped in a possessed car that has stalled in the path of an oncoming train. A girl is dragged into a crypt during a field trip to an eighteenth-century cemetery. A group of friends meet their fate after an unsettling visit with a backwoods psychic. And that's just the beginning. Celebrated author Vivian Vande Velde is at her spine-tingling best in this collection of thirteen scary stories, all of which take place on Halloween night. With tales that range from the disturbing to the downright gruesome, this is one collection that teens will want to read with the lights on . . . and the doors locked.
Presents thirteen tales of Halloween horrors, including ghosts, vampires, and pranks gone awry.
A sixteen-year-old will give anything to be with her true love--even though he died two hundred years ago. . . . A sopping-wet little dead girl stalks a teen who had nothing to do with her death--honest! . . . A heartless man dances with his wife--after she's passed away.From the hilarious to the horrific, master storyteller Vivian Vande Velde explores the world of the dead--and the undead--in this surprisingly moving collection of unnerving tales.
What happens when a sixteen-year-old girl falls in love with a two hundred-year-old ghost? Or when a newly dead boy gets robbed by his unscrupulous boss? Or when a heartless man finally agrees to dance with his wife ... after she's passed away? Vivian Vande Velde explores the world of the dead--and the undead--in this surprisingly moving collection of unnerving tales.
Dark forces are taking hold in the kingdom of Camelot: King Arthur struggles to keep his knights in line as they steadily divide themselves into factions; the great Merlin has vanished at the hands of his lover and pupil, Nimue; wizards all over the countryside battle for whatever measures of power they can find. At the center of the maelstrom stands Keira, an innocent girl who possesses the ability to foretell the fate of her world. When Keira is kidnapped from her village home, her mother, Alayna, flees to Camelot and finds Mordred, an enigmatic knight who will ultimately become Keira's greatest champion, Alayna's greatest love, and King Arthur's greatest enemy.In the long tradition of Arthurian legend, Mordred has been characterized as a buffoon, a false knight, and a bloodthirsty traitor. The Book of Mordred reveals a mysterious man through the eyes of three women who love him.
"This well-written . . . fast-paced adventure raises some interesting issues." -School Library JournalLisette Beaucaire was angry when her parents sent her away from Paris that September day in 1940. And although she knew that with the Nazis occupying the city she'd be safer at her aunt Josephine's farm in the Dordogne Valley, Lisette resented her "exile." She'd miss her friends and the excitement of being thirteen and starting a new school. Instead, she'd have nothing to do but amuse her little cousin Cecile.That's what Lisette thought, but she soon found out that she wasn't the only visitor at the farmhouse. And then she encountered Gerard, a visitor from a long time ago, who proved to be a valiant ally at a crucial moment.
Kerry's got a tough night ahead of her. What begins as a simple lost-and-found trip to the Laundromat turns into a nightmarish odyssey of murder, vampires, and--quite possibly--true love. Vivian Vande Velde puts a terrifying spin on what should be a typical night in a small town.
A spell that gets you land, money, long golden hair, or a date to the prom can't be a curse, can it? A curse just gets you dead. Or does it?. . . In these ten stunning short stories, boys and girls learn firsthand just what magic spells, enchantments, and curses really can do.
Grace Pizzelli is the average sister. She's nothing like her brilliant older sister, Emily, who works for Rasmussem, creators of the world's best virtual reality games. They seem so real that you can taste the food and smell the flowers. The games aren't real, though--or at least they weren't. Now that Emily has hidden herself inside one , it's clear that the technology can only keep her safe for so long. Something must have gone terribly wrong for Emily to retreat into the pink and sparkly Land of the Golden Butterflies, but no one seems to know what. Grace may consider herself average, but she's the only one who can save Emily. So Grace enters the game, hoping to find her sister and talk her out of virtual suicide. There isn't much time left before sustained exposure to the technology will have dire results. Unless Grace can find her sister soon, Emily will die--for real.
Fifteen-year-old Alys is not a witch. But that doesn't matter--the villagers think she is and have staked her out on a hillside as a sacrifice to the local dragon.It's late, it's cold, and it's raining, and Alys can think of only one thing--revenge. But first she's got to escape, and even if she does, how can one girl possibly take on an entire town alone?Then the dragon arrives--a dragon that could quite possibly be the perfect ally. . . .
An outlaw condemned to be hanged threatens to wreak vengeance from the grave on those responsible for his death.
In the virtual reality game Heir Apparent, there are way too many ways to get killed--and Giannine seems to be finding them all. Which is a darn shame, because unless she can get the magic ring, locate the stolen treasure, answer the dwarf's dumb riddles, impress the head-chopping statue, charm the army of ghosts, fend off the barbarians, and defeat the man-eating dragon, she'll never win.And she has to, because losing means she'll die--for real this time.
Once upon a time there was a very nice but very plain princess named Jennifer, who, following proper fairy-tale protocol, fell for a very handsome but very conceited prince named Alexander. When Alexander offends a powerful witch, it falls to Jennifer to save him. In the course of doing so, she meets a wizard and soon wonders if she's such a proper fairy-tale princess after all--a good little princess would love Alexander, but does she?
Lost in a magic forest and separated from her prince, Princess Jennifer seeks help from a kindly young sorcerer in battling an evil witch.
Nola's not much of a witch--she can work only a few useless spells, like the one that lets her spy on people. But there's no spell for keeping her crazy mother--who hears voices and is a magnet for witch-hunters--out of trouble. The two flee from town to town until the day Nola magically witnesses a murder. Which is bad enough, but worse is that the murderer may frame Nola and her mother for the crime. And then no amount of magic will save her.And you think your teenage years are tough. . . .
When Selwyn is accused of murdering his rival, Farold, he is sealed in the village burial cave with Farold's moldering corpse to await starvation-or worse. Worse comes along quickly in the form of a witch who raises Farold from the dead. Selwyn thought he disliked Farold when he was alive, but that was nothing compared to working by the dead man's side as they search for the real killer.
With Wendy's new glasses, she begins to see cheerful corpses, old crones disguised as teenyboppers, and portals to another world-- a place where everyone knows of the glasses' powers and will do anything they can to get them.
Wendy isn't as blind as a bat--there are bats that can see better than she can. Which is why, when her new glasses break, she's all too happy to wear the dorky pair of sunglasses she finds on the lawn. They seem to match her prescription, and that's all that matters if she's going to be able to make it through her school day.But the glasses correct her vision too much. She begins to see things that no one else can see: cheerful corpses, frightening crones disguised as teenyboppers, and portals to other worlds--places where people are all too aware of the magical properties of her new shades . . . and will do anything to get them.
Fifteen-year-old Raquel Falcone is, as one of her classmates puts it, the kind of kid who has a tendency to be invisible. That is until the night she's hit by a car and killed while walking home from the movies. In brief, moving chapters, we hear about Raquel from her classmates, her best friend, her family--and the woman who was driving the car that struck her. The loss of this seemingly invisible girl deeply affects her entire community, proving just how interconnected and similar we all really are.
Have you ever wondered just what was going on when that odd little man with the long name stepped up and volunteered to spin straw into gold for the miller's daughter? If you stop and think about it, there are some very peculiar and rather hard-to-explain components to the story. Vivian Vande Velde has wondered too, and she's come up with these six alternative versions of the old legend. A bevy of miller's daughters confront their perilous situation in very different ways - sometimes comic, sometimes scary. Most of the time, it's the daughter who gets off safely, but sometimes, amazingly, Rumpelstiltskin himself wins the day. And in one tale, it is the king who cleverly escapes a quite unexpected fate.
Fifth grader Amy Prochenko is wildly unpopular. Then one day Amy meets Sherlock, a dog on the run from a university lab. Sherlock is not like other dogs: He can talk, he's smarter than most of Amy's classmates--and he needs Amy's help. Suddenly Amy's life is full of danger and excitement, and she finds she is becoming, of all things, popular. Best of all, she discovers in Sherlock the sort of friend she's always longed for--and one she must protect no matter what the cost.
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.
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