Choose the path today leading to a better story tomorrow.I'm the author and illustrator of the critically acclaimed HUNT FOR A HOUSE TO HAUNT series, the Sci-Fi Adventure, NEXT REST STOP EARTH, the graphic novel, THE GHOST OF ZOMBIE, the children's storybook, THE LAIR OF FORGOTTEN BEARS, and the best-selling memoir from the mountain, GHOSTS FROM THE GROUND UP. When not writing I spend my exploring ancient sites, traveling to places with names I can’t pronounce, and meeting interesting people with great stories to tell.
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Castle Tower Lighthouse, A Hunt for a House to Haunt book 1
If you were a ghost and could haunt any house in the world, where would it be? On a beach in Europe? Atop an island volcano? In your home town? Edgar Font only knew he didn’t want to haunt The Sterling Oaks Retirement Village. He lived there and the halls were already crowded with bored ghosts. In his younger days, Edgar had been a fearless explorer. He had done what others have only dreamt of and seen things most only believe to be fantasy. He needed to find a house as unique and exciting as he was. His plan: to hunt for a house to haunt, and it begins with a visit from his grandchildren, Audrey and Garrett, who hadn’t prepared for the excitement and uncertainty that lay ahead. The first house on Edgar’s list is an abandoned lighthouse full of puzzles, ghosts and mystery. The venturous trio must rely on everything they know—plus the lessons they learn along the way—to make it out unharmed. It’s the beginning of a summer none of them will ever forget.
Fakersville Power Station, A Hunt for a House to Haunt book 2
Only two weeks into their summer adventure, the Fonts discover that hunting for the most extraordinary house to haunt isn’t as easy as they first thought—especially when the house they wish to explore isn’t where it’s supposed to be. The mansion at the base of the Fakersville waterfall, connected to the town’s power station has been a house Grandpa Edgar has wanted to revisit since his first stay in the quaint mining town nearly sixty years ago. Unbeknownst to him, the years since have erased Fakersville from all maps and memories. Drawings left behind by Great-Grandpa Leo Font will lead them to the town, but to find the house on Grandpa’s list, he, Audrey, and Garrett must follow the clues of a decades-old puzzle, and place their trust in an elusive stranger. Once again it will take the Fonts’ determination and combined talents to help them to solve the mystery, or become as forgotten as Fakersville and the secrets it holds below its surface.
Flint Island Treehouse, A Hunt for a House to Haunt book 3
Week three of the Font's adventure detours them to a volcanic island located halfway around the world after they receive a mysterious package in the mail. Inside they find an ancient artifact encrusted with a century old puzzle. The only clue to who has sent the package is the return address, which is written in a secret code created by Edgar Font and a college classmate who died years ago. They're met by danger the moment they sink their toes into the warm sand of the island, which seems to be abandoned. After discovering an unusual map inked on a canvas entrusted with the island's Chief; Grandpa Edgar, Audrey and Garrett must navigate a maze of traps and misdirection. It's an elaborate puzzle put in place by a one-armed pirate and his island princess to protect a treasure of Egyptian gold and riches. A notorious and slightly mad trickster and his monstrous henchmen stalk the Font's and new friends as they follow the path of twists and turns. In the end the quest for gold will claim one while the survivors struggle to make it out together and unscathed by the rivers of lava, shadows of fallen warriors and a sunken ship still occupied by the bones and spirits of pirates.
Playhouse of Phym, A Hunt for a House to Haunt book 4
Charging into the fourth week of their summer long adventure around the globe, in an airplane on fire, Audrey and Garrett figured at this point they had seen and experienced everything weird and wondrous imaginable, but a trip to a house Grandpa Edgar grew up in — a Victorian mansion set atop the ruins of a Mayan temple deep in the rainforest of Belize — wakes them up to the fact the world hides many more shocks and surprises in the deep, dark shadows. Ghosts, shadow warriors and even Bigfoot monsters were simply introductions to what most would consider fables and folklore. The Playhouse of Phym will require them to stretch their imaginations well beyond fairy tales while overcoming a physical challenge, which strikes during the night of the anniversary when a spell was cast on the playhouse one hundred years ago. This is an adventure where the puzzles and traps will do more than put their lives at risk. If they fail to survive all nine levels of the underworld, while being pursued by a colossal hunter, they will be claimed by the rainforest, the same way it did the Maya and their great cities in the past. Their only hope is that Aunt Phym’s stories about helpful fairies were true and there’s still some magic left in the temple stones.
If you were a ghost and could haunt any house in the world, where would it be? On a beach in Europe? Atop an island volcano? In your home town? Edgar Font only knew he didn’t want to haunt The Sterling Oaks Retirement Village. He lived there and the halls were already crowded with bored ghosts. In his younger days, Edgar had been a fearless explorer. He had done what others have only dreamt of and seen things most only believe to be fantasy. He needed to find a house as unique and exciting as he was. His plan: to hunt for a house to haunt, and it begins with a visit from his grandchildren, Audrey and Garrett, who hadn’t prepared for the excitement and uncertainty that lay ahead. The first house on Edgar’s list is an abandoned lighthouse full of puzzles, ghosts and mystery. The venturous trio must rely on everything they know—plus the lessons they learn along the way—to make it out unharmed. It’s the beginning of a summer none of them will ever forget.
Fakersville Power Station, A Hunt for a House to Haunt book 2
Only two weeks into their summer adventure, the Fonts discover that hunting for the most extraordinary house to haunt isn’t as easy as they first thought—especially when the house they wish to explore isn’t where it’s supposed to be. The mansion at the base of the Fakersville waterfall, connected to the town’s power station has been a house Grandpa Edgar has wanted to revisit since his first stay in the quaint mining town nearly sixty years ago. Unbeknownst to him, the years since have erased Fakersville from all maps and memories. Drawings left behind by Great-Grandpa Leo Font will lead them to the town, but to find the house on Grandpa’s list, he, Audrey, and Garrett must follow the clues of a decades-old puzzle, and place their trust in an elusive stranger. Once again it will take the Fonts’ determination and combined talents to help them to solve the mystery, or become as forgotten as Fakersville and the secrets it holds below its surface.
Flint Island Treehouse, A Hunt for a House to Haunt book 3
Week three of the Font's adventure detours them to a volcanic island located halfway around the world after they receive a mysterious package in the mail. Inside they find an ancient artifact encrusted with a century old puzzle. The only clue to who has sent the package is the return address, which is written in a secret code created by Edgar Font and a college classmate who died years ago. They're met by danger the moment they sink their toes into the warm sand of the island, which seems to be abandoned. After discovering an unusual map inked on a canvas entrusted with the island's Chief; Grandpa Edgar, Audrey and Garrett must navigate a maze of traps and misdirection. It's an elaborate puzzle put in place by a one-armed pirate and his island princess to protect a treasure of Egyptian gold and riches. A notorious and slightly mad trickster and his monstrous henchmen stalk the Font's and new friends as they follow the path of twists and turns. In the end the quest for gold will claim one while the survivors struggle to make it out together and unscathed by the rivers of lava, shadows of fallen warriors and a sunken ship still occupied by the bones and spirits of pirates.
Playhouse of Phym, A Hunt for a House to Haunt book 4
Charging into the fourth week of their summer long adventure around the globe, in an airplane on fire, Audrey and Garrett figured at this point they had seen and experienced everything weird and wondrous imaginable, but a trip to a house Grandpa Edgar grew up in — a Victorian mansion set atop the ruins of a Mayan temple deep in the rainforest of Belize — wakes them up to the fact the world hides many more shocks and surprises in the deep, dark shadows. Ghosts, shadow warriors and even Bigfoot monsters were simply introductions to what most would consider fables and folklore. The Playhouse of Phym will require them to stretch their imaginations well beyond fairy tales while overcoming a physical challenge, which strikes during the night of the anniversary when a spell was cast on the playhouse one hundred years ago. This is an adventure where the puzzles and traps will do more than put their lives at risk. If they fail to survive all nine levels of the underworld, while being pursued by a colossal hunter, they will be claimed by the rainforest, the same way it did the Maya and their great cities in the past. Their only hope is that Aunt Phym’s stories about helpful fairies were true and there’s still some magic left in the temple stones.
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Ghosts From the Ground Up, Field Notes of a Ghost Miner
What are ghosts and how can they do what they do? This book is a collection of theories aimed at these two questions. It also includes personal experiences, tales from Ghost Mining, and my investigation notes taken during a once-in-a-lifetime adventure in an underground haunted by tragedy, greed & death.
Next Rest Stop Earth
A week ago Trevor Beron’s life was about to turn the corner. His repair shop business was opening and the chaos of the past was now organized. Unfortunately the shop’s logo, a tribute to his dad and his good luck charm, looks just like an ancient alien symbol, one which has not only invigorated followers of the oldest religion in the galaxy, but has created a potentially catastrophic problem for the organization responsible for the protection of Earth Station. In an effort to prevent an uprising Trevor is taken. He wakes to find himself on the refueling station for the galaxy’s UFOs, situated in the heart of the Bermuda Triangle and operated on the surface by those who have gone missing over the years. While training on his new job as Pump Jockey, Trevor quickly learns of a family past kept secret from him his entire life and also of his growing popularity in the alien city below decks. As Trevor discovers the truth about aliens, crop circles, Bigfoot, werewolves, Roswell, the pyramids on Mars and Pigeons he finds himself teetering on the edge of sanity, but for his own survival on the station he must focus on figuring out who are the friends he can trust and whose just getting close enough to steal the secrets and power he doesn’t even know he has.
The Ghost of Zombie
What if you died and became a zombie and a ghost at the same time? This is the illustrated story told by Ghost who now has to "haunt" its Zombie in order to keep it out of trouble with human survivors, away from unsavory crowds, and on the right path.
What are ghosts and how can they do what they do? This book is a collection of theories aimed at these two questions. It also includes personal experiences, tales from Ghost Mining, and my investigation notes taken during a once-in-a-lifetime adventure in an underground haunted by tragedy, greed & death.
Next Rest Stop Earth
A week ago Trevor Beron’s life was about to turn the corner. His repair shop business was opening and the chaos of the past was now organized. Unfortunately the shop’s logo, a tribute to his dad and his good luck charm, looks just like an ancient alien symbol, one which has not only invigorated followers of the oldest religion in the galaxy, but has created a potentially catastrophic problem for the organization responsible for the protection of Earth Station. In an effort to prevent an uprising Trevor is taken. He wakes to find himself on the refueling station for the galaxy’s UFOs, situated in the heart of the Bermuda Triangle and operated on the surface by those who have gone missing over the years. While training on his new job as Pump Jockey, Trevor quickly learns of a family past kept secret from him his entire life and also of his growing popularity in the alien city below decks. As Trevor discovers the truth about aliens, crop circles, Bigfoot, werewolves, Roswell, the pyramids on Mars and Pigeons he finds himself teetering on the edge of sanity, but for his own survival on the station he must focus on figuring out who are the friends he can trust and whose just getting close enough to steal the secrets and power he doesn’t even know he has.
The Ghost of Zombie
What if you died and became a zombie and a ghost at the same time? This is the illustrated story told by Ghost who now has to "haunt" its Zombie in order to keep it out of trouble with human survivors, away from unsavory crowds, and on the right path.
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The Lair of Forgotten Bears
Now an animatic cartoon series! In this rhyming bedtime story a boy named Copper sets out on an adventure to the Lair of Forgotten Bears when he discovers his best friend, Ted has gone missing. Once in the lair Copper is joined by a colorful band of stuffed bears who help him with his quest through a magical land to find his bear.
Now an animatic cartoon series! In this rhyming bedtime story a boy named Copper sets out on an adventure to the Lair of Forgotten Bears when he discovers his best friend, Ted has gone missing. Once in the lair Copper is joined by a colorful band of stuffed bears who help him with his quest through a magical land to find his bear.