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Polluters are putting toxic waste in the school dumpster. Dunc and Amos set out to find these environmental criminals, and Amos even begins to glow in the dark.
Dunc and his best friend, Amos, are planning the best route to get the most candy on Halloween. But their plans change when Amos is slightly bitten by a werewolf. he begins scratching himself and chasing UPS trucks: He's become a werepuppy!
It's Christmastime! And Dunc, Amos, and Amos's cousin, T.J., hit the mall for some serious shopping. But when the seasonal magic is threatened by some disappearing presents and Santa Claus himself is a prime suspect, the boys put their celebration on hold and go undercover in the perfect Christmas disguises. Can the sleuthing trio protect Santa's threatened reputation and catch the impostor before he strikes again?
It has been fifty-six hard years since the events of The Machine Crusade. Following the death of Serena Butler, Synchronized Worlds and Unallied Planets are liberated one by one, and at long last, the human worlds begin to hope that the end of the centuries-long conflict is finally in sight. Unfortunately, Omnius has one last, deadly card to play. Virulent plagues are let loose throughout the galaxy, decimating the populations of whole planets . . . and once again, the tide of the titanic struggle shifts against the human race. At last, the war that has lasted many lifetimes will be decided in the apocalyptic Battle of Corrin. In the greatest battle in science fiction history, human and machine face off one last time. . . . And on the desert planet of Arrakis, the legendary Fremen become the feared fighting force to be discovered by Paul Muad'Dib in Frank Herbert's classic, Dune.
This prequel tells the origin of the war that will liberate humans from their machine masters; the circumstances of the betrayal that made mortal enemies of House Atreides and House Harkonnen; and the Battle of Corrin that created a galactic empire. [back cover] "This compelling saga of men and women struggling for freedom is required reading for Dune fans."-Library Journal Frank Herbert's Dune series is one of the great creations of imaginative literature, science fiction's answer to The Lord of the Rings, Decades after Herbert's original novels, the Dune saga was continued by Frank Herbert's son, Brian Herbert, in collaboration with Kevin J. Anderson. Working from Frank Herbert's own notes, the acclaimed authors reveal the chapter of the Dune saga most eagerly anticipated by readers: the Butlerian Jihad, Throughout the Dune novels, Frank Herbert frequently referred to the war in which humans wrested their freedom from "thinking machines," In DUNE: THE BUTLERIAN JIHAD, Brian Herbert and Kevin J. Anderson bring to life the story of that war, a tale previously seen only in tantalizing hints and clues. Finally, we see how Serena Butler's passionate grief ignites the struggle that will liberate humans from their machine masters; here is the amazing tale of the Zensunni Wanderers, who escape bondage to flee to the desert world where they will declare themselves the Free Men of Dune. And here is the backward, nearly forgotten planet of Arrakis, where traders have discovered the remarkable properties of the spice melange. . . .
TheNew York Timesbestselling prequel to the classic award-winning saga by Frank Herbert. Frank Herbert's award-winningDunechronicles captured the imagination of millions of readers worldwide. By his death in 1986, Herbert had completed six novels in the series, but much of his vision remained unwritten. Now, working from his father's recently discovered files, Brian Herbert and bestselling novelist Kevin J. Anderson collaborate on a new novel, the prelude toDune--where we step onto the planet Arrakis. . . decades before Dune's hero, Paul Muad'Dib Atreides, walks its sands. Here is the rich and complex world that Frank Herbert created, in the time leading up to the momentous events ofDune. As Emperor Elrood's son plots a subtle regicide, young Leto Atreides leaves for a year's education on the mechanized world of Ix; a planetologist named Pardot Kynes seeks the secrets of Arrakis; and the eight-year-old slave Duncan Idaho is hunted by his cruel masters in a terrifying game from which he vows escape and vengeance. But none can envision the fate in store for them: one that will make them renegades--and shapers of history.
Brian Herbert and Kevin J. Anderson return to the vivid universe of Frank Herbert's Dune, bringing a vast array of rich and complex characters into conflict to shape the destiny of worlds. . . . As Shaddam sits at last on the Golden Lion Throne, Baron Vladimir Harkonnen plots against the new Emperor and House Atreides -- and against the mysterious Sisterhood of the Bene Gesserit. For Leto Atreides, grown complacent and comfortable as ruler of his House, it is a time of momentous choice: between friendship and duty, safety and destiny. But for the survival of House Atreides, there is just one choice -- strive for greatness or be crushed. From the Paperback edition.
More than two decades have passed since the events chronicled in Dune: The Butlerian Jihad. The crusade against thinking robots has ground on for years; the human worlds have grown weary of war, of the bloody, inconclusive swing from victory to defeat The fearsome cymeks, led by Agamemnon, hatch new plots to regain their lost power from Omnius. Aurelius Venport and Norma Cenva are on the verge of the most Important discovery in human history-a way to "fold" space and travel instantaneously to anyplace In the galaxy. And on the faraway, nearly worthless planet of Arrakis, Selim Wormrider and his band of outlaws take the first steps toward making themselves the feared fighters who will change the course of mankind: the Fremen.
Dune Messiah continues the story of the man Muad'dib, heir to a power unimaginable, bringing to completion the centuries-old scheme to create a super-being. "Brilliant...It is all that Dune was, and maybe a little bit more." --Galaxy Magazine
All of the ancient power groups are conspiring against Emperor Paul-Muad'dib in this sequel to Dune.
The New York Times bestselling author Jane Green returns with a timely novel about old flames, new friendships, and lives reclaimed. Set in Connecticut's tiny Gold Coast town of Highfield, Dune Road tells the story of Kit Hargrove, whose divorce has granted her a new lease on life. No longer a Wall Street widow with her requisite diamond studs and Persian rugs, Kit revels in her clapboard Cape with the sea green shutters and sprawling impatiens. Her kids are content, her ex cooperative, her fiends steadfast, and each morning she wakes up unable to believe how lucky she is to have landed the job of her dreams: assisting the blockbuster novelist Robert McClore. A mysterious tragedy drove this famous writer into seclusion decades ago, and few besides Kit are granted access to his house at the top of Dune Road, with it's breathtaking views of Long Island Sound. But all that is about to change. At a rare appearance at the local bookstore, McClore meets Kit's new friend Tracy, whose weakness for older men rivals her powers of self-reinvention. Are the secret visits of her boss's new muse as innocent as Kit would like to believe? When a figure from her mother's past emerges with equally cryptic intentions just as the bear financial market is upending her best friend's life, Kit discovers that her blissfully constructed idyll - and the gorgeous man who has walked into it with creamy white roses - isn't as perfect as she'd thought. Ties to friends and family are further reaching than she had realised - and more crucial than ever before. Warm, witty and gloriously observed, Dune Road is Jane Green at her best, full of brilliant insights into the challenges that come with forging a new life.
A true story of the disappearance of a college student genius who became immersed in the game of Dungeons & Dragons that led to tragedy.
Asking Scott Keith about professional wrestling is like asking Wayne Gretzky about hockey. --Murtz Jaffer, Inside Pulse The True Story Behind Wrestling's Deadly Secret On June 25, 2007, Canadian pro wrestler Chris Benoit, his wife Nancy, and their seven-year-old son Daniel were found dead in their Fayetteville, Georgia, home. The ruling of murder-suicide caused a media frenzy and stunned wrestling fans around the world. Yet the Benoit tragedy was only the latest in a string of disasters that have dogged Stampede Wrestling, operated by the Calgary-based Hart family. In the first book of its kind, Scott Keith offers an in-depth look at the Hart family "curse" that has left all the Stampede Wrestling alumnae either crippled or dead. Were these deaths preventable or inevitable? How did a sport famous for showmanship and entertainment become overrun by rampant drug use, depravity, and greed? Chris Benoit isn't the only wrestler to be brought down by a history of drug use--many other big names in the sport have fallen victim to wrestling's drug culture and steroid obsession. Why has nothing been done about this, even now after these latest deaths? Scott Keith knows wrestling from the inside out. This compelling and candid account reveals not only what's gone wrong in the world's most spectacular sport but what must be done to save it.
Cruel and Unusual Punishment. As Head of Ranch Security, Hank knows that it's his job to clear the ranch of all intruders--and that includes gophers. But when Hank's efforts to rid the yard of one such critter causes a stampede in the middle of the cattle roundup, Loper decides that he just can't take it any more. He wants Hank to learn some manners, so he's sending him to--gulp!--Obedience School. To Hank, this sounds like torture, complete with dank dungeons, torches burning on the walls, and menacing instructors who wield etiquette like weapons. How will he ever survive?
Trapped in an abandoned mine while playing Wizards and Warriors, Frank and Joe must uncover the identity of a mysterious Secret Wizard Master, or they may never see daylight again.
PICK A PATH TO ADVENTURE You are Caric, a brave knight in a world where dragons roam! Can you solve the mystery of the Dungeon of Dread? The paths you may take through the dungeon are many, and the choices are yours. Only you can decide whether you and your halfling friend will find the treasure or disaster! Will you fight the monsters that rush you from the darkness? Will you try to trick the evil wizard who controls the dungeon? Or will you run down another corridor into unknown dangers? No matter which choices you make, adventure and action are yours in ENDLESS QUEST books. You will find yourself returning again and again to experience new paths of excitement. Will YOUR choices reveal the truth about the DUNGEON OF DREAD?
Do demons and devils have free will? Does justice exist in Menzoberranzan? What's the morality involved with player characters casting necromancy and summoning spells? Dungeons & Dragons and Philosophy probes the rich terrain of philosophically compelling concepts and ideas that underlie Dungeons & Dragons, the legendary fantasy role-playing game that grew into a world-wide cultural phenomenon. A series of accessible essays reveals what the imaginary worlds of D&D can teach us about ethics, morality, metaphysics and more. Illustrates a wide variety of philosophical concepts and ideas that arise in Dungeons & Dragons gameplay and presents them in an accessible and entertaining manner Reveals how the strategies, tactics, improvisations, and role-play employed by D&D enthusiasts have startling parallels in the real world of philosophy Explores a wide range of philosophical topics, including the nature of free will, the metaphysics of personal identity, the morality of crafting fictions, sex and gender issues in tabletop gameplay, and friendship and collaborative storytelling Provides gamers with deep philosophical insights that can lead to a richer appreciation of D&D and any gaming experience
This volume will convince readers that the swift ascent of the tabletop role-playing game Dungeons and Dragons to worldwide popularity in the 1970s and 1980s is "the most exciting event in popular culture since the invention of the motion picture." Dungeons and Dragons and Philosophy presents twenty-one chapters by different writers, all D&D aficionados but with starkly different insights and points of view. It will be appreciated by thoughtful fans of the game, including both those in their thirties, forties, and fifties who have rediscovered the pastime they loved as teenagers and the new teenage and college-student D&D players who have grown up with gaming via computer and console games and are now turning to D&D as a richer, fuller gaming experience. The book is divided into three parts. The first, "Heroic Tier: The Ethical Dungeon-Crawler," explores what D&D has to teach us about ethics and about how results from the philosophical study of morality can enrich and transform the game itself. Authors argue that it's okay to play evil characters, criticize the traditional and new systems of moral alignment, and (from the perspective of those who love the game) tackle head-on the recurring worries about whether the game has problems with gender and racial stereotypes. Readers of Dungeons and Dragons and Philosophy will become better players, better thinkers, better dungeon-masters, and better people. Part II, "Paragon Tier: Planes of Existence," arouses a new sense of wonder about both the real world and the collaborative world game players create. Authors look at such metaphysical questions as what separates magic from science, how we express the inexpressible through collaborative storytelling, and what the objects that populate Dungeons and Dragons worlds can teach us about the equally fantastic objects that surround us in the real world. The third part, "Epic Tier: Leveling Up," is at the crossroads of philosophy and the exciting new field of Game Studies. The writers investigate what makes a game a game, whether D&D players are artists producing works of art, whether D&D (as one of its inventors claimed) could operate entirely without rules, how we can overcome the philosophical divide between game and story, and what types of minds take part in D&D.
Instruction manual for a Dungeons and Dragons fantasy role playing game.
The guys call him Dunk, but Cornell Duncan couldn't dunk from a six-foot ladder. He's flat-footed and slow and can jump only about two inches off the ground. but put him at the foul line and he's a star-a free-throw magician. That's the main reason he made the Hudson City all-star basketball team, which, if the team keeps winning, is headed to the state tournament. but just when Hudson City seems to have a good chance at going all the way, Dunk gets a wake-up call. Following a few disastrous minutes off the bench, he realizes that it'll take more than free throws to make him a real all-star. .
Although he is famous for his many Dunker's Delight commercials, sixteen-year old Bobby secretly wants to be just another normal kid on the high school basketball team.
"Nothing short of horrifying . . . In terms of putting the last 100 years in perspective, Dupes may be one of the most significant literary offerings of our time." --Washington TimesIn this startling, intensively researched book, bestselling historian Paul Kengor shines light on a deeply troubling aspect of American history: the prominent role of the "dupe." From the Bolshevik Revolution through the Cold War and right up to the present, many progressives have unwittingly aided some of America's most dangerous opponents.Based on never-before-published FBI files, Soviet archives, and other primary sources, Dupes reveals:*Shocking reports on how Senator Ted Kennedy secretly approached the Soviet leadership to undermine not one but two American presidents*Stunning new evidence that Frank Marshall Davis--mentor to a young Barack Obama--had extensive Communist ties and demonized Democrats*Jimmy Carter's woeful record dealing with America's two chief foes of the past century, Communism and Islamism*Today's dupes, including the congressmen whose overseas anti-American propaganda trip was allegedly financed by foreign intelligence*How Franklin Roosevelt was duped by "Uncle Joe" Stalin--and by a top adviser who may have been a Soviet agent--despite clear warnings from fellow Democrats*How John Kerry's accusations that American soldiers committed war crimes in Vietnam may have been the product of Soviet disinformation*The many Hollywood stars who were duped, including Humphrey Bogart, Lauren Bacall, Katharine Hepburn, Gene Kelly--and even Ronald Reagan
Inspector Hemingway has his work cut out for him when a seemingly civilized game of Duplicate Bridge leads to a double murder. The crimes seem identical, but were they carried out by the same hand? Things become even more complicated when the fiancée of the inspector's young friend Timothy Kane becomes Hemingway's prime suspect. Kane is determined to prove the lady's innocence-but when he begins digging into her past, he finds it's more than a little bit shady...
They were six friends from the Midwest who moved to New York in the Seventies with high hopes of making a big-time splash in the music industry. Though the dream faded, the bonds between this tightly-knit group did not. Or so it seemed. For one brilliantly sunny day, solid, dependable Alice Ellis discovers the grisly murder of two of the group, shot dead in an apartment to which any number of friends, acquaintances and strangers had easy access - with a set of duplicate keys. Suspicion falls on all of the friends as their infidelities, lies and shocking secrets begin to rise to the surface. In this clever and unusual thriller, Jane Smiley examines the aftermath of a murder with wit, stealth and the remorselessly precise eye of an expert emotional psychologist. Clap hands for a rarity: an amusing, incisive and sharply written study of Sixties leftovers couched in an excellently wrought thriller format. Smiley has perfectly caught the mood and desperation of a generation floundering somewhere between adolescence and the menopause that other more smug, ponderous studies such as 'The Big Chill' have failed to pin down. TIME OUT This may be the anatomy of a murder but more important and far more compelling is the anatomy of friendship, betrayal and the bittersweet smell of near-success. A first-rate cliffhanger. NEW YORK TIMES The suspense of this unusual mystery comes from Smiley's quietly gripping revelations of character. At the heart of the book is a piercing dissection of the friendship between Susan and Alice, a relationship whose limpid surface hides ancient complexities of feeling and memory. Alice's candour and Susan's ambiguities lead them into unsettling discoveries, all in the course of solving a particularly crafty and cold-blooded crime. SAN FRANCISCO CHRONICLE
Before Jesus left his disciples he said to them, "go and make disciples of all nations. " It wasn't just a command for those twelve disciples-it's for everyone who follows Jesus. But what does it mean? In Duplicate This you'll learn the foundations of dis
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