Science Fiction and Fantasy Books
Related Subjects: V A B C D E F G H I J K L M N O P Q R S T U X Y W
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Collectible price: $16.00

I can't get enough of this oneReview Date: 2008-07-17
Wonderful bookReview Date: 2008-05-31
Great Read!Review Date: 2008-04-10
Raising DragonsReview Date: 2007-12-19
I ADORE this book.Review Date: 2007-01-24

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BEST SERIES EVERReview Date: 2003-01-10
Where's the next installment?Review Date: 1999-10-22
The wingman books are the bestReview Date: 1999-07-16
Waiting for the next book- where is it Mack?Review Date: 1999-04-29
HAWK IS WHAT EVERY AMERICAN WANTS TO BEReview Date: 1999-07-20


Acererak's Tomb is revisited, and You Can be There!Review Date: 2007-05-10
Do more than meets the viewer's eye.
You've left and left and found my tomb
And now your soul will die!"
These words struck fear into the hearts of players at Origins I. With them, they knew that they had entered the most devious of all the creations to emerge from the mind of E. Gary Gygax. As player after player lost his character to Acererak's tomb, the creator of AD&D looked on, I'm sure, with an evil grin.
Tomb of Horrors was the first module ever published by TSR. It set the bar high for all that would follow. It inspired people like Grmitooth to try to invent increasingly deadly traps. It made AD&D into a game of intellect and wits, not one of hacking and slashing. It is probably the most popular adventure of all time.
So who is the upstart, Bruce R. Cordell, who thinks he can write a sequel? Does he think he can do justice to the master, the father of all adventures, the Great Gygax? Does this sequel, Return to Tomb of Horrors, do anything more than insult the greatest of all dungeon crawls? Read on, you might be surprised.
To answer the question, we must look at Gygax's original intention. Was he trying to smite players everywhere? Was he trying to make them frightened and instill a feeling of hopelessness? Was he just being mean?
No. He had fallen into a trap many of us do. He had characters, Rob Kuntz's Robilar and Ernie Gygax's Tenser, who seemed to walk through whatever challenges he put before them. He needed something that would test them to their limits. Something that would teach them humility. He needed an adventure that not even they could defeat.
Alan Lucien gave him the idea. He locked himself in his writer's room and began to invent the deadliest adventure that ever was. This time, they'd know a challenge.
So what happened? Robilar sacrifice many orc retainers to get to the last tomb. There, he dumped the treasure into a bag of holding and amscrayed. Tenser manage to defeat Acererak himself, proving to Gygax that an ingenious player can negotiate any but the most arbitrary death traps.
Then he continued to carry it in his briefcase, pulling it out whenever a player claimed to have an unbeatable character. More often than not, they remembered things they had to do and quickly left the table as the other players looked down at their dead characters in horror.
The module then debuted at Origins I. It hit the shelves in 1978. The rest is history.
So now Cordell has written a sequel. How, you might ask yourself, can this box set pretend to be a sequel deadliest 12 pages in role playing history? Does this man actually think he can pull it off?
Let me assure you, gentle reader, he not only thinks he has, but he has.
The adventure starts years after treasure hunters spent their blood and souls in Acererak's final resting place. The place is all but forgotten by most, but as of late, and evil necromantic force has been reaching out of the Vast Swamp. The party begins examining the problem and comes across a name, "The Devourer."
This name leads them to the path of a man who sought the Devourer years before, a mage named Desatysso. As the party follows the long-cold trail of this mage, they discover that there is more to the Tomb than anyone has ever suspected.
You see, Acererak wanted to build a series of tests, to lead people toward a final great reward. Unfortunately, the knowledge of the true purpose of the Tomb was lost, and only Desatysso seems to have found it.
The test consists of three parts: a Tomb, a City and a Fortress. Evidently, crawling into the tomb and smashing Acererak's skull is not enough. He must be hunted to his conclusion and stopped in his dreaded apotheosis. Otherwise, his demonic minions will just keep rebuilding his tomb and adventurers will keep spending their souls there.
This dungeon is not for the weak of heart. It suggests that players not take their beloved characters in, and I wholeheartedly agree. The PK rate is extremely high.
I set up a party of fourteen characters, giving each player at least two. They then started the adventure. However, I couldn't see how they could have any guarantee of surviving the original Tomb (which is included in the boxed set), much less get far enough for me to produce an adequate review. I therefore began sending them dreams. Dreams of people who were not them, but they recognized as each other. They were going through this strange tomb, and they knew that all this had taken place years ago. Finally, at the end, they threw themselves against the demi-lich. The Paladin, who had died and failed his resurrection survival (a convenient accident, not a plot element), appeared and got them to vow to kill this force of evil, no matter what it took, no matter how many lives.
It was then that the players realized they were dreaming of a past life. They threw their might against Acererak and were soundly destroyed.
This plot device worked well. They had already played the Tomb by the time they got to it in present day, and were therefore able to get a full compliment of characters through it. It also gave them a sense of purpose that unified them with these characters they didn't know. It was a right proper epiphany, and feel free to use it when you buy this product yourself.
Anyway, this allowed them to progress beyond this most classic of Tombs, into a place where Orcus himself once walked, the city of Moil. This place has claimed four or five characters (though their pact is keeping Acererak from devouring their souls, so they can come back again in another 50 years, should the party fail).
I'll not give away any more of the plot. Buy this product, and you'll see.
I was not convinced I should give it this good of a review, however. You see, I have always loved the Tomb, and I was afraid I was biased. I therefore gave it to a friend who has never (in my memory) liked a TSR module. He gave this his grudging approval, unable to blow any holes in its plot.
A good product. The traps are as deadly as ever, but this adventure is surrounded by intricate plots and histories. There is so much going on here that the players will never even guess it all.
This is one of the things I love about this module. It is filled with information that the players will never know. They will never fully understand the history of the necromantic academy that has sprung up around the tomb. My players have figured out that the City of Moil worshiped Orcus, but they will never figure out that it was put to sleep because it turned to the worship of a God of Morning.
Most writers try to invent complicated and awkward ways of making sure that the players discover the core of all their intricate plans. Not Bruce R. Cordell. If he had James Bond in his clutches, when Bond asked what this was all about, he'd shrug and put a bullet in his head. It's enough that the GM knows, so that he can flush out details as needed. The players will never guess most of what's happened here.
My players have made me promise to tell all when it's done.
Anyway, this adventure tests players to their furthest. Not only have my players latched onto their characters, four of them have married now (the characters, that is), so that they can snatch some joy in the midst of all this horror. It takes a powerful setting to force people to start searching for affirmations of life.
So there it is. I'm rarely impressed with adventures anymore. I'm not forgiving enough. This module needs no forgiveness. Other than an abuse of absolutes ("nothing can save the character if happens"), I can find no criticism for this product. My players have been going through it for months now, and I have rarely had so much success.
So did they survive? I can hear the question in your minds.
The question should be "Will they survive?" The party has begun spending more time on roleplaying than problem solving. They lick their wounds and clutch each other in the night, whispering reassurances. The adventure continues at a slow, methodical pace, and has become a campaign unto itself. If they survive this, I don't think that can convince them to play other characters. I mean, when you've taken someone into the darkest of all pits, you develop a bond.
Too bad they'll all be dead by the time you read this.
An Intense Deathtrap Challenge Even For Experienced PlayersReview Date: 2000-10-21
Set in Greyhawk but usable in any campaign, this adventure begins with mysterious villager disappearances and swarms of undead. Your party comes to investigate and becomes entangled in a web of deadly schemes. But what does this have to do with the original Tomb of Horrors? The one that's been dared by many, plundered by few, over the years? Well, it's still in business, and still merrily eating heroes. But if the original deathtrap dungeon was a satisfying meal, this new adventure, wrapped around the original module and set 20 years later, is a murderous banquet. This is the first dungeon adventure I've ever read where I actually felt sorry for the players, and I'm including the original Tomb in that. The new story enfolds the original dungeon crawl in a deadly blanket of new traps and additional story, creating a hideous multi-stage gauntlet for anyone seeking the final mystery at the end. Yes, you get to visit the Tomb itself again, but its significance has changed and deepened.
I have to agree with the author on the use of characters for this adventure: either the group ought to be specifically rolled up for this adventure, or, if the players' regular favorites are to be run through the scenario, tone the thing down, WAAAYYY down. There are sections in this beastly tome that can kill one character per page, and, as the party penetrates the deeper mysteries, the killer trap rate escalates to one or more per room. This makes a party of four-to-eight high-level PCs seem rather puny, and suggests a horde of henchmen, hirelings, and cannon fodder, preferably walking out in front.
Can someone familiar with the original Tomb play or enjoy this? Absolutely. In fact, I'd like to see a group of players, all either DMs who have run Tomb or players who went through it successfully, go through the Return to the Tomb of Horrors. Maybe they'd live long enough to get to the second half of the adventure. Maybe.
This boxed set is stuffed with goodies. There are nine maps and seven new monsters in a full-color maps and monsters book. The maps are very clear, with one exception: Map 3 is so darkly printed that the color-coding is very difficult to make out, but I believe that because of the restricted movement in those areas there should be little impact on play. An illustrated "module" of 160 pages, with appendices of new spells and magic items, includes many "old" spells relying on several other AD&D books (some out of print) but the author urges the DM to make appropriate substitutions when necessary. There is a facsimile of the original S1: Tomb of Horrors module, which is actually used in play. DMs will want to go through this and make detailed adjustments beforehand, since it is not written to 2nd edition AD&D standards. No problem for collectors worried about the value of your original copy: this is not an exact facsimile, as the illustration booklet is bound into the middle. A new illustration book holds scenes to be shown to the players at various points in the adventure, and because since there are two scenes on each page you might want keep a sheet of plain paper folded length-wise handy for covering the second illustration. Lastly, there are handouts for the players, consisting of an eight-page "journal" (in a very difficult font) and a double-sided color card, with special instructions for photocopying and preparation.
In playing this adventure DMs may want to keep in mind their particular players' temperament and game style: are they looking for a real, undiluted challenge, or are they going to be murderously upset by the DM making their PCs into elf flambe, dwarf kabobs, and Halfling hash in one evening? If there is serious risk of you becoming a DM pretzel, you might want to edit this severely and just integrate it into your regular campaign.
Return to the Tomb of Horrors is an excellent adventure in the old module style.
--Sharon Daugherty for Skirmisher Online Gaming Magazine
This is a quality productReview Date: 2000-11-26
Return To The Tomb of Horrors is a quality product from top to bottom. The boxed set includes many maps, illustrations, the original Tomb of Horrors, an expansion to the Tomb of Horrors story (the equivalent of 3 more adventures), and more.
I have not yet run this module, but have read all the contents, and plan to implement it as soon as possible. The story is well written, EXTREMELY original, and the many traps are truly inspiring. Despite the fact this boxed set is the equivalent of 4 normal length adventures, all of the encounters are unique and often ingenious. As I read the module, I found myself often wondering what the writers would think of next.
Note to GM's: This module is possibly the most deadly I've ever read. I would only recommend it for experienced players. Even then, expect casualties.
Fantastic Module- one of the best everReview Date: 2001-06-05
A readerReview Date: 2002-02-22
Everything starts good as a plot is well formed and progresses well for a little while. It gets even better when the party arrives at the environs of the old tomb. All right, ervything pretty [dang] cool thus far. Realistic, fun, and the players better think before they act rashly.
So you are thinking why 3 stars only? Well, the problem is it all goes downhill from there. Once the players leave the old Tomb the new area is just silly. It makes no sense that something this powerful would have ANY trouble with the PC's. Plus the traps are illogical and almost impossible to detect. By this time, roleplaying is long forgotten as players just push their characters from point to point and hope to make their saving rolls.
Still, it gets 3 stars for a good effort from TSR. But there certainly are better choices out there.
Finally, I am amazed so many D&D'ers are impressed with killer modules. Big ... deal. Give me something to excite the players' imagination. That is what role playing is supposed to be about.

Used price: $1.60

The best book in our house!Review Date: 2001-06-23
This was "our favourite book" in my review of it in 2001, and it still is! I started reading it to each of my daughters at 10 months. Now they are 9 and 4 and the little one still asks for it all the time. Both of them absolutely adored it.
This is the ONLY book they were both wild about from the start. And they are really different kids. If you have little girls, get it!
Great Children's BookReview Date: 2001-08-03
Young DreamerReview Date: 1999-11-26
Shoes are metaphors for dreams, and because Sassparilla dreams from the heart she not only transforms her present reality but starts a path, a path of life dreaming, attracting along the way, other magic, friends--in this case, a cool green one--laughter and joy personified.
Shirley Mozelle, Author: Zack's Alligator; Zack's Alligator Goes To School; and, The Pig is in the Pantry, The Cat is on the Shelf.
You've got to see the Fink!Review Date: 1999-11-06
A "Must-Have" Book for Children of all agesReview Date: 1999-09-17
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JennaReview Date: 2002-04-16
Awesome!Review Date: 2003-04-09
I liked this bookReview Date: 2001-02-28
LovelyReview Date: 2000-04-24
The story is about Jenna, a thrice-orphaned girl of the Dales (a fictional region) being raised by followers of Great Alta, the Goddess. These women--mostly unwanted daughters of local peasants--train for years to call up their "dark sisters." Jenna, who was born with completely white hair, may be the Anna foretold in prophecy.
Stuff happens.
Interspersed among the actual narrative chapters are ballads and myths of the Dales, as well as a pretentious contemporary historian's interpretation of the events of the story. Through his impeccable application of scientific method to historical research, he manages to get just about everything completely wrong. It's hilarious.
The third volume in this trilogy, "The One-Armed Queen," was a disappointment to me. While it was a good book in its own right, to me it didn't feel related to the other two--it worked on its own, but it was not part of the series. It concerns Jenna's one-armed adopted daughter Scillia, who seemed much less interesting than Jenna. Oh, well.
I highly recommend the first two books.
Unique epicReview Date: 2004-03-04
Jenna was orphaned three times: Her mother died in childbirth, the midwife died while taking her away, and the warrior woman who adopted her was also killed. She's taken in collectively by the follows of Great Alta, a benevolent goddess. They're somewhat Amazonian -- there are no men in their "hames," they are warriors, farmers, priestesses, and everything else that they need to be.
But Jenna is different from the rest. There's a prophecy that a white-haired child who lost three mothers is the Anna, a savior who will change everything. Events are set into motion when Jenna and her friend Pynt encounter teenage prince Carum in the woods, who is being hunted by a vicious warrior. Killing the warrior and saving Carum leads to destruction for Jenna's home and family...
Jane Yolen crafts a wonderful, believable place in the Dales. Not only is it very detailed and plausible-sounding, but she also sprinkles it with songs and historical studies. While the Alta series is often labelled "feminist fantasy," there's no preaching or two-dimensional male characters. Yolen simply shows us Jenna and Pynt operating on the same level as Carum, and leaves it at that.
Her writing is earthy and has plenty of detail without bogging itself down. The concept of "dark sisters" (sort of a nighttime-only spiritual twin) is an unusual and well-crafted one. The only problem is that it takes quite some time for the plot to get moving, and it's a jolt when it finally does; we go from no action to all-action in an instant.
Jenna is an excellent reluctant lead. Her mixed feelings (she both wants and doesn't want to be the Anna) are quite plausible, as are her strength and gutsiness. She's not some sort of supergirl; she cries, feels pain and loneliness like anyone else. Pynt is a good sidekick, with her mischievous attitude. And Carum is a strong counterpart (and romantic interest) to Jenna.
Since "Sister Light Sister Dark" ends on an unfinished note, readers will want to check out the second volume of the trilogy (also available from Starscape) "White Jenna." A unique epic fantasy.

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Great read - especially for those who generally don't like Sci-FiReview Date: 2007-09-25
This is exactly why The Softwire: Virus on Orbis 1 is the perfect book for reluctant readers. The story is fast paced, the characters draw you in and the new world PJ Haarsma created is complex and fascinating - but it doesn't overwhelm you and, more importantly, - the lack of overwhelming technical details leaves enough room for ones's own imagination and suspense. In fact, it does exactly the opposite: it leaves you wanting more, both of the story and this newly discovered world.
The book touches upon a variety of subjects like growing up, taking responsibility and standing up for one's ideas which make it both interesting for young adults and grown-ups.
With Christmas again not so far away (again), it's the perfect book to give away as a present!
Softwire : Virus on Orbis One review by JerichoReview Date: 2007-09-05
The Softwire: Virus on Orbis 1 is an excellent book. I thoroughly enjoyed it from start to finish. P.J. Haarsma is obviously a very talented writer, he manages to keep the reader enthralled throughout the novel. The Softwire is a brilliant story filled with original ideas and characters. I particularly liked the Keepers. With plenty of suspense, unanswered questions and mysteries I can't wait for the future installments. Turning the books into a movie series would be a great success as I am sure they will maintain the very high standards set by The Softwire: Virus on Orbis 1.
Jericho
Great read For Young AdultsReview Date: 2007-09-01
Loved it!!Review Date: 2007-08-29
The book centers on a group of children who were born on a spaceship and have spent all their lives traveling to the planets their parents were meant to work on. When they arrive on Orbis 1, the children quickly learn that they will be forced to work and will remain virtual slaves.
The main character, JT is a Softwire- a human being who can talk to and use a computer with his mind. Because of his gift, he is the suspect when the central computer of Orbis 1 begins to malfunction. He must prove his innocence and solve the mystery of the mechanical failures before time runs out.
The author strikes the perfect balance in describing JT's world without bogging the reader down with excess descriptions of the alien world. His deft touch allows the world to unfold in your imagination easily. The characters are rich and compelling and the story is fast paced and brings the reader along for a great ride as JT tries to prove his innocence and save Orbis 1 from the virus infecting it. There are lots of twists and turns and I found this book to be a fun read from start to finish. Can't wait for the next installment!
A Voice for All ChildrenReview Date: 2007-08-31
The main character is immediately appealing. In JT, the author has found the voice for all children struggling to deal with self-consciousness towards their unique qualities. Most children can identify with this, but especially kids who face challenges. For this reason, the book has a strong drawing power for youngsters who have difficulty reading. Just like the "hero" in the book, they usually feel less worthy. Further enhancing the appeal for reluctant readers is the fact that there are no long, drawn-out descriptions to drag the story down. The book gives enough information to spark the imagination, but does not overdo it. Rather, the action moves along at a fast clip from the outset, building and building to the exciting and surprising ending.
The author has created Rings of Orbis, a free online videogame based on The Softwire book series, to grab the attention of those kids who would never pick up a book for recreation. Answers to questions in the game are found within the book, encouraging the players to read. What an innovative idea for improving literacy among children!
The Softwire: Virus on Orbis 1 is the perfect book to give kids who could benefit from a strong protagonist who overcomes adversity with grace and perseverance. And it's a fun read for adults as well.

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Illustration Artwork Rocks!!!Review Date: 2008-07-19
The Same, but ThickerReview Date: 2008-07-09
An Excellent Book in the Spectrum yearly seriesReview Date: 2008-05-19
Truly one of the Best Art Books Ever!Review Date: 2008-04-19
Spectrum deserves all the praise in the world for the great effort that they put into all these books. To top that off most standard art books like this go for itleast double the cost. Love these books!
PERHAPS THE BEST SPECTRUM YET!Review Date: 2008-02-23
As always, the book begins with a look at the year in review and the trends in contemporary fantasy art before getting into the opening category of advertising art and presenting the first of its gold and silver annual awards to the best in each category. This year's gold winner in the advertising category went to James Jean for his Retro-hip "Spacerace 2020" painting for Nike. This gorgeous pop-art piece is a tribute to Sci-Fi imagery of the `40s and `50s.
I'm not sure how they could have picked a winner in the book category as there are so many outstanding pieces. While Jon Foster's winning painting for Night Shade books was very good, Luis Royo's offering for his graphic novel, "Dark Labyrinth". Adam Hughes took home the Gold Award in the Comics category for his depiction of the sleek and sexy Scarlet Witch from Upper Deck. As a long-time comic book fan I love seeing the industry's artists getting their just due as the outstanding artists that they are. Other standouts included Gary Giannni's standout art from the Prince Valiant comic strip that is in the best tradition of Hal Foster, and Charles Vess/Mike Kaluta's work from the Vertigo Comics series "1001 Nights of Snowfall".
One of the categories I look forward to most each year is the dimensional chapter featuring the year's best sculptures and models and this year was certainly no disappointment. A. Brent Armstrongs mammoth 54" tall piece featuring King Kong atop the Empire State Building is simply breathtaking! The Alex Ross designed Superman resin sculpt by artist Karen Palinko features the distinctive look of Ross as Clark Kent rips open his shirt to reveal Superman's legendary logo. Shawn Nagle's "Tarzan and the Golden Lion" based on art by longtime Tarzan illustrator, J. Allen St. John, is another winner.
Spectrum never fails to deliver a little something for everyone's taste and Spectrum volume 14 may be the best edition yet. Grade A.

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Best of the Best!Review Date: 2008-04-03
She does an excellent job of creating atmosphere. The first half of the book reads like a suspense novel, with the tension growing as the team explores an abandoned Atlantean outpost. When they find an unexpected survivor, things seem to be explained . . . until everything starts to go wrong. It isn't a very long novel, but the plot is so well-paced that you don't notice the length, or lack thereof.
The characterizations are quite good. The dialogue, the actions and interactions of the characters, all of it is true to the show. She also does a good job with descriptions (lending to the atmosphere). I thoroughly enjoyed this book. If given the chance, I will certainly read all of this author's Stargate novels, and I intend to look into her other books as well.
At last, a genre tie-in novel worth reading!Review Date: 2007-12-10
Ms. Wells, on the other hand, stands out from the pack with this work. Talk about a blast of welcomed fresh air! The characterization was scarily accurate, the plot/storyline well conceived and laid out, and the dialog had me literally guffawing out loud (John's thought of group therapy with sock puppets completely slayed me!).
Several reviewers mention the SGA episode, "Conversion," which shares a similar plot contrivance with "Reliquary," though in the latter, Shepp has the misfortune of becoming a gray-skinned werewolf creature psychically in tune with Ancient technology--as opposed to becoming a two-legged eratus bug that likes to combine kissing with stick fighting. Long story to short, considering the length of time the publication process takes (2-3 years ordinarily), Ms. Wells likely wrote her first draft while Season 1 was still on the air.
Thanks to her amazing way of bringing the SGA characters to life, such things are irrelevant.
If I had one bone to pick, it would be the POV-shifting in so many scenes. That's one of those writing Ten Commandments that should never be broken. POV-shift is annoying, even jarring to the reader, and it screams amateur. But in this case, it's a small point when the strength of the story is taken as a whole.
Looking forward to seeing what "Entanglement" has to offer!
Fantastic !!Review Date: 2007-11-08
time-lines in the storiesReview Date: 2007-05-19
Great BookReview Date: 2007-04-16
Love how well the author got the characters, got a few laughs on Rodneys comments and Sheppard's attitude.
I recommend it, is a short book, good jepardy.
Andrea
I am actually looking for a new one to read on the trip back.

Used price: $7.30

A vivid new worldReview Date: 2008-06-28
The inevitable question -- "Wait, you said magic? Is this a Harry Potter ripoff?" -- is easily deflected. This goes both deeper and broader than the first Harry Potter book, but it's still evokes the same sense of discovery and awe.
One of the Best Books Out There!Review Date: 2008-01-19
For all AgesReview Date: 2007-10-08
The author has done her research for this book's setting and characters, encouraging learning and making it fun.
Great book, where is the second?????Review Date: 2007-10-02
You've got magic, mystery, drama and so much more in one book.
I've been an avid fan of Harry Potter and have been looking for a new series to sink my teeth into.
This is it!!!
Well written, great Scottish folklore *something I love, being a scot* with a very readable and enjoyable plot.
I met this author at the Highland Games in Brunswick, ME and purchased this book there from her, which she signed, and got a chance to talk with her. She was tremendous, as is her book.
Can't wait for the second part, hope it isn't too long in coming.
Only three in the series??? Definately need more!
CarlaineReview Date: 2007-09-17

Used price: $4.00
Collectible price: $15.50

Trouble with trollsReview Date: 2008-02-13
My daughter loves all of Jan Brett's books.
Trouble With TrollsReview Date: 2008-02-08
Carol Leighton
A fun readReview Date: 2007-08-05
She tricks them into taking pieces of her clothing but eventually she reaches the top and discovers they still want the dog. She declares she can fly with her skies but needs all her cloths back. She asks for a push but they can't since they are holding Tuffi. She offers to hold the dog and away she skis to the cries of "Dog, Dog, Dog!"
This is a fun little story and my little girl has taken to it. Probably because the artwork is very good!
There is also a small side story of a hedgehog who wanders into the home of the trolls.
This is a sweet well written and drawn story that will make for any child's bedtime reading. Be prepared to hand over the book so the pictures may be viewed.
How To Outsmart TrollsReview Date: 2004-11-24
This is a very nice story with an intelligent and quick-thinking protagonist. Troll legend has been change a little. There is no mention of the trolls wanting to eat the dog (a la Billy Goats Gruff) but instead to help warm them and act as a pack animal. Their fate is also one I am unfamiliar with. Many stories have trolls turn to stone in the sunlight but this transformation is quite interesting.
The illustrations are just what you expect from Jan Brett; beautiful and packed with detail. Earrings and hair ribbons should be paid attention to as well as the happy hedgehog who invades the trolls' home. A truly delightful story from an author who has written more stories about clothes than you can imagine (The Hat, The Mitten, Armadillo Rodeo, Etc).
WOW, don't hesitate, read this bookReview Date: 2003-10-29
Related Subjects: V A B C D E F G H I J K L M N O P Q R S T U X Y W
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There isn't any tragedy in this book. The unnamed girl (closest we get to a name is "Cupcake", but that's probably not intended to be her real name) talks about the great things her dragon does, but there's nothing to scare or upset the little ones. The worst thing that happens is that her dragon becomes popular, so she decides to bring him home - and even then, it's clear he comes back to visit.
It's a really good book. Very vivid, colorful illustrations, realistic dialog, and a charming story.
There are a few things you might want to take note of.
The narrator doesn't speak Standard American English, but instead uses a nonstandard dialect. I think of this as a good thing, but some people do find that a problem, so I thought I'd make that clear.
Also, the whole story does start when the girl deliberately disobeys her parents, it says so explicitly, and there don't seem to be any consequences for that. I don't have a problem with this, but I know some people might.
It should additionally be noted that this is a very long, very wordy book. The cover on my edition suggests that it's for children over the age of six, and I agree. This is not a picture book well suited for toddlers or for children with a very low attention span.