Sam's grandfather vanished from his life the day Sam's father was buried. Now, ten years later, Grandpa Max wants to make amends. He sends letters that lead Sam on a scavenger hunt. Sam follows his grandfather's bizarre instructions though he's still not ready to forgive. To alleviate his anger at his grandfather, Sam turns to his favorite stress release: climbing onto roofs and leaving his tag, a spray painted symbol for Aquarius. When he gets caught by an elderly couple, Sam learns a valuable lesson about forgiveness. He's ready to forgive his grandfather, but is he too late?
Josh knows he's riding recklessly when he knocks down the old man he suspects is the hermit of Lumberman Creek. But he is shocked when the hermit walks into the forest with his bike after the accident. Being without his beloved bike for a week motivates Josh to hike into the woods and confront the crazy old man. The hermit, Jonathan, has fixed Josh's bike, and Josh learns that he has more in common with the old man than he ever imagined. When Jonathan needs help, Josh has to respect the old man's choices in order to save his life.
Sable wears only black and has always felt that doom is near. Lacey wears pink and seeks beauty everywhere. A sadistic art teacher pairs Sable and Lacey together for their final project. The girls have to get to know one another and select a suitable poem for the back of each other's decorative mirror. Sable is less than thrilled at having to spend time with Lacey, who she believes to be nothing more than a brainless doll. As the project progresses, and Sable gets past her resentment, she learns some surprising truths about who Lacey really is. All of Sable's images begin to change, including the one she holds of herself.
Rufus and his sister Alexa hate each other at the best of times. When Rufus's friend Phil manages to hypnotize Alexa, Rufus is ready to enjoy the power. They begin by ordering Alexa to be kind to her parents and Phil. The plan backfires when Alexa sweetly suggests canceling an expensive family vacation in favor of a week at home playing board games. Then Alexa turns on the charm with Phil and suddenly Rufus has to deal with a lovesick amateur hypnotist. Rufus is certain it can't get any stranger until Alexa, still in her hypnotic state, is kind to the brother she's always hated and Rufus is more confused than he's ever been.
The first flash mob Ian puts together himself is a sixty-plus person, four-minute pillow fight in a department store. His friend Oswald is thrilled with the event, but Julia, the one Ian really wants to impress, is still convinced that flash mobs are stupid. While Ian tries to prove Julia wrong by initiating flash mobs with political impact, Julia is busy waging war with the strict new principal at school. When Julia goes too far and gets herself suspended, Ian sees an opportunity for a relevant and persuasive flash mob.
Fifteen-year-old Tim loves his job at his dad's pet store, partly because he gets to spend time with his best friend, a black cockatoo named Elmo. But things at work have been tense since the store moved to a larger, more expensive location. To make extra money his father rents out the store's exotic birds for parties and Tim is furious at this exploitation of his friend. When Elmo is stolen from one of the parties, the police are unconcerned about the theft. Tim and his new human friend, Sapna, set out to find Elmo and discover that Elmo is more valuable than they'd ever imagined.
Once again Callie is forced to take part in her mom's latest crusade. They head into ranch country to camp -- bloodthirsty mosquitoes, stinky outhouses and all -- at a protest to save a rural school. Callie's grandmother shows up with her biker buddies and the singing grannies. Callie hates camping and wants nothing to do with the protest. To make matters worse, Callie's only possible ally, her cousin Del, is mad at her. The last time Callie visited, she was thrown from Del's horse, Radish. Callie claimed the horse was vicious and now Del's parents are forcing her to sell Radish. Callie wants to help her cousin, but she's terrified of the horse. Del is just as tenacious as the rest of Callie's family, and Callie is forced to admit that she's not going to be allowed to go home until both the horse and the school are saved.
When Trevor, Nick and Robyn visit the Royal Tyrrell Museum, Robyn is inspired to raise funds for a dinosaur dig that will close soon if it doesn't find funding. The kids are caught up in another mystery when a chain of suspicious events, including the disappearance of important fossils and a fraudulent discovery at the dig, leads them to wonder what's going on. Is the new visiting scientist behind the fraud, or did Robyn's enthusiasm to save the dig lead her astray?
Fourteen-year-old Matt has only one goal in life: to become a hermit. He has no use for school, but he loves the solitude of the forest. When he hikes up to the cabin he built for himself, he discovers a mysterious stranger named Forrest has moved in. At first Matt doesn't connect Forrest's appearance with the rash of local robberies. Forrest seems to be the perfect hermit, and he teaches Matt the skills he needs to achieve his goal, including how to hunt with a crossbow. But when Forrest tries to kill an endangered Roosevelt elk, Matt questions the ethics of his new friend. When Matt discovers a stolen rifle in his cabin, he finds himself trapped in a dangerous situation.
Turk needs cash, but he's allergic to his own sweat so getting a job is out of the question. Then he makes a discovery: Girls love dogs. Turk's friends will do anything to meet girls. Turk starts a dog walking business. His friends walk the dogs and Turk collects half the money. In an attempt to impress dog-loving Carly, Turk brags about his business in front of the school tough guy, Chuck. When Chuck learns the true nature of Turk's business and wants in on the action, Turk worries that he will lose his business and Carly's respect.
The principal announces that the school is implementing uniforms, and Ian finds himself caught in a conflict. His friend Julia wants him to devise a plan to fight the decision, and the principal is determined to convince Ian the uniforms are a good idea. Ian wants nothing to do with the issue. While doing research for a social-justice class, he learns that the manufacturer of the uniforms is on the top-ten list for human-rights violations. When he tells the principal this, all he gets is a reminder that the penalty for refusing to wear the uniforms is suspension, and Ian finds himself caught in a whole new conflict -- one with himself.
Trevor, Nick and Robyn are ready to solve another mystery. When bobsledder Josh Gantz is accused of deliberately injuring a fellow competitor, he runs the risk of being thrown out of the sport -- right before the World Cup. Courtney Gantz asks Trevor, Nick and Robyn to help clear her brother's name. Can they find out who framed Josh? What is the meaning of the strange coded messages they keep finding around Olympic Park? Who eats orange bananas, anyway? The kids must unearth the clues in a race against time, before Josh's championship dreams end up on ice.
Wilf is convinced his parents want nothing to do with him. When he isn't in school, he is left to his own devices or shipped away to camp. But at fifteen, Wilf is adamant that he is too old for summer camp. When his parents ignore his protests and ship him off anyway, he knows how he will get their attention: He will escape from camp by canoe and spend the rest of his vacation alone in the woods, proving to his parents he deserves his independence. His plan begins to unravel when his cabin mate forces Wilf to take him along. Things go from bad to worse when a younger camper follows them and they all end up in a fight for their lives against the unforgiving river.
It's hard enough for Eve to adjust to a new high school without the extra weight she's gained over the summer. Her best friend is ashamed to hang out with her, and she's become the focus of a schoolmate's cruelty. Determined not to be "that pathetic fat girl" at school, Eve struggles with a diet and forces herself to join a mentoring program. The diet only makes her food obsessed, and she feels she is failing as a mentor. How can a lonely fat girl gain the confidence she needs to succeed?
Trevor, Robyn and Nick decide they have a mystery to solve when Trevor discovers a suspicious looking young man snooping around. They learn about missing research involving the use of carob beans to aid in cancer treatment-potentially valuable information. With a shady looking grad student, a bitter activist and an employee of a medical research firm to deal with, our amateur sleuths are faced with their greatest challenge yet.
The students of the 121 Express are infamous for bad behavior and Lucas knows his role on the bus will determine his social standing at his new school. Lucas is tired of being one of the nerds. When he attracts the negative attention of the cool troublemakers, he saves himself by teasing another kid. His ploy works and soon Lucas is right in the center of the mayhem on the bus. He loves his new found popularity, but when the fun and games push the bus driver to a nervous collapse and hospitalizes an elderly lady, Lucas begins to question his choices.
Angus and his best buddy, Shahid, share a love of science and their robot, Gordon. But recently, the artistic Ella Eckles has had a peculiar effect on Angus. When a stink bomb at the school provides a chance for him to talk to her, he claims to share her interest in reading facial expressions and declares his ambition to become a crime-solving mentalist. He impresses Ella by identifying the stink bomber, but fails to mention he witnessed a scrawny kid setting off the bomb. When Ella's treasured sketchbook is stolen, she asks Angus to find the thief. Shahid thinks Angus should confess that he's not a mentalist, but Angus is certain he can learn to read people and recover Ella's sketchbook. He asks Shahid to help him investigate the suspects: Gaga Girl; the art teacher, Mr. Wilder; and finally, "scrawny kid." Equipped with rearview sunglasses and an informant who lurks in the washroom, the duo bungles their way through a series of encounters that alarm Shahid and provide Angus with some unfamiliar exercise.
Mexican-American traditions are richly nourished by the folkways of three cultures: Indian, Spanish, and Mexican. This comprehensive look at the Mexican-American world includes a range of traditional proverbs, riddles, stories and folksongs.
This collection of world tales focuses on stories originating from nearly every continent. They are short, gripping stories that "kick in fast including comedy, trickster, tall tales and family themes for middle and young readers.
Back by popular demand, these timeless, scary and spine-tingling thrillers are collected together for young readers.
In the Native American tradition, a strong connection exists between the spirit world and the natural world. It is believed that what happens in one has a definite impact on the other. In this collection, Choctaw storyteller Tim Tingle draws from the rich heritage of the Five Civilized Tribes - the Creek, Cherokee, Chickasaw, Choctaw, and Seminole nations.
In this collection of eerie tales, a ghostly gazetteer chronicles the numerous contemporary accounts of Northwestern hauntings and other strange happenings reported around British Columbia, Washington, and Oregon. The typical Northwestern ghost almost always appears alone, in the form of a faint, often grayish wisp.
Twenty-three original, horrific tales of vengeful spirits and nefarious supernatural creatures are made all the more sinister by the comfortable, contemporary settings of these cold-blooded tales.
Everybody loves a scary story and nobody more than kids, but these tales collected from kids themselves - are particular favorites. These traditional scary stories are the ones that kids ask for the most. Children love to hear how Wylie outwitted the terrible Hairy Man, how Skunnee Wundee and an unexpected friend got the best of the fierce Stone Giant. Shivery stories of vengeful ghosts, spooky stories of witches and spirits, and giggly stories that turn fear into fun are part of this collection. Symbols precede each story to indicate the most appropriate age group. The stories in this multicultural collection come from the Ozark Mountains, the desert Southwest, even Japan and Hawaii, as well Native American tribal stories, Yiddish tales, and even Laotian legends.
More than 100 tales of the supernatural, drawn from Tidewater Virginia to the Lone Star State, are included in this collection. The author, W.K. McNeil's introduction traces themes peculiar to the South, such as the screaming bridge and the levitating railroad light. Line drawings contribute to the mood of the stories and an index references various Southern localities by town and state.