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The Questmaster's Trap
List Price:
$17.99
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Product Details
Author:
Frank L. Cole
Format:
Hardcover
Pages:
288
Publisher:
Shadow Mountain Publishing (October 4, 2022)
Language:
English
Age Range:
8 to 11
Grade Level:
3rd Grade to 6th Grade
ISBN-13:
9781639930494
ISBN-10:
1639930493
Dimensions:
5.5" x 8.25"
File:
SHADOWMOUNTAIN-ShadowMountainPublishing_11012023_P6636001_onix21_Complete-20231101.xml
Folder:
SHADOWMOUNTAIN
List Price:
$17.99
Series:
Champion's Quest
Case Pack:
18
As low as:
$13.85
Publisher Identifier:
P-MISC
Discount Code:
B
Pub Discount:
60
Overview
Another role-playing game of Champion’s Quest awaits our young champions, but this time they are tricked into leaving the real world and tossed into the fantasy game that is a dangerous trap filled with new and challenging foes.
Teammates Lucas, Miles, and Jasmine—known as the Wild Crows—have been summoned by the wizard Gamemaster, Hob, to play another magical, adventurous game of Champion’s Quest. When the three friends are ambushed and forced into their second game, Lucas and his friends are ill-prepared to face what feels like an impossible quest—confront an evil centaur and outsmart a villainous, shapeshifting Questmaster to rescue a powerful magical ally.
An unexpected team member, Sierra, joins the Wild Crows to complete their band of champions. Can she be trusted or is she a spy? But Lucas has bigger problems to worry about. For starters, he struggles to keep his panic attacks in check as he leads his friends on a journey across unexplored lands filled with shadow elves, wyverns, hobgoblins, giants, and evil trees.
Using their wits, their powerful weapons, and hoping for some luck when rolling the magical game dice, the Wild Crows know what’s at stake: Complete their quest before time runs out, or the world of Champion’s Quest will be destroyed.
Teammates Lucas, Miles, and Jasmine—known as the Wild Crows—have been summoned by the wizard Gamemaster, Hob, to play another magical, adventurous game of Champion’s Quest. When the three friends are ambushed and forced into their second game, Lucas and his friends are ill-prepared to face what feels like an impossible quest—confront an evil centaur and outsmart a villainous, shapeshifting Questmaster to rescue a powerful magical ally.
An unexpected team member, Sierra, joins the Wild Crows to complete their band of champions. Can she be trusted or is she a spy? But Lucas has bigger problems to worry about. For starters, he struggles to keep his panic attacks in check as he leads his friends on a journey across unexplored lands filled with shadow elves, wyverns, hobgoblins, giants, and evil trees.
Using their wits, their powerful weapons, and hoping for some luck when rolling the magical game dice, the Wild Crows know what’s at stake: Complete their quest before time runs out, or the world of Champion’s Quest will be destroyed.








