Your search returned 3,870 results in the Category: graphic novel children's.
When a seedpod from space crashes into Gotham City Batgirl, Supergirl, and Poison Ivy all rush to investigate--but while the two superheroes want to... [Read More]
When a seedpod from space crashes into Gotham City Batgirl, Supergirl, and Poison Ivy all rush to investigate--but while the two superheroes want to uproot the alien menace, Poison Ivy sees it as a powerful weapon.
A wild scream echoes across Metropolis, and when they investigate Batgirl and Supergirl find that Silver Banshee is planning to broadcast a... [Read More]
A wild scream echoes across Metropolis, and when they investigate Batgirl and Supergirl find that Silver Banshee is planning to broadcast a mind-control curse over the city.
A wild scream echoes across Metropolis, and when they investigate Batgirl and Supergirl find that Silver Banshee is planning to broadcast a... [Read More]
A wild scream echoes across Metropolis, and when they investigate Batgirl and Supergirl find that Silver Banshee is planning to broadcast a mind-control curse over the city.
When Batgirl and Supergirl investigate mysterious tremors in Gotham Bay, they discover Lex Luthor, the crooked businessman, digging up deep-sea... [Read More]
When Batgirl and Supergirl investigate mysterious tremors in Gotham Bay, they discover Lex Luthor, the crooked businessman, digging up deep-sea Kryptonite deposits, and the two friends must battle Luthor and his drones before they get trapped beneath the waves.
When Batgirl and Supergirl investigate mysterious tremors in Gotham Bay, they discover Lex Luthor, the crooked businessman, digging up deep-sea... [Read More]
When Batgirl and Supergirl investigate mysterious tremors in Gotham Bay, they discover Lex Luthor, the crooked businessman, digging up deep-sea Kryptonite deposits, and the two friends must battle Luthor and his drones before they get trapped beneath the waves.
A teleporter accident has merged Batgirl and Supergirl into one body, so as they try to undo this mishap, they also need to stop Two-Face's crime... [Read More]
A teleporter accident has merged Batgirl and Supergirl into one body, so as they try to undo this mishap, they also need to stop Two-Face's crime spree wreaking havoc on Gotham City.
A teleporter accident has merged Batgirl and Supergirl into one body, so as they try to undo this mishap, they also need to stop Two-Face's crime... [Read More]
A teleporter accident has merged Batgirl and Supergirl into one body, so as they try to undo this mishap, they also need to stop Two-Face's crime spree wreaking havoc on Gotham City.
There may -- or may not -- be a dragon in the pizzeria in this funny and spooky series from Graphix Chapters. Get drawn into reading with Graphix... [Read More]
There may -- or may not -- be a dragon in the pizzeria in this funny and spooky series from Graphix Chapters. Get drawn into reading with Graphix Chapters! Graphix Chapters are ideal books for beginning and newly independent readers aged 6 - 8. With approachable page counts, easy-to-follow paneling, and artwork that supports text comprehension, these engaging stories with unforgettable characters help children become lifelong readers. When the Bailey School Kids visit Jewel's Pizza Castle, they think they're in for just a regular pizza party, despite the fun medieval decor. But when they see smoke and hear roars coming from the kitchen, they wonder what's going on. Could Sir George be keeping a dragon there?
There may -- or may not -- be a dragon in the pizzeria in this funny and spooky series from Graphix Chapters. Get drawn into reading with Graphix... [Read More]
There may -- or may not -- be a dragon in the pizzeria in this funny and spooky series from Graphix Chapters. Get drawn into reading with Graphix Chapters! Graphix Chapters are ideal books for beginning and newly independent readers aged 6 - 8. With approachable page counts, easy-to-follow paneling, and artwork that supports text comprehension, these engaging stories with unforgettable characters help children become lifelong readers. When the Bailey School Kids visit Jewel's Pizza Castle, they think they're in for just a regular pizza party, despite the fun medieval decor. But when they see smoke and hear roars coming from the kitchen, they wonder what's going on. Could Sir George be keeping a dragon there?
Travel through the wishing well with Clark and Karoline--two kids who discover their beloved Adventure Kingdom is more than just your average theme... [Read More]
Travel through the wishing well with Clark and Karoline--two kids who discover their beloved Adventure Kingdom is more than just your average theme park. From Epic Originals, this fantastical story collection serves up twists, turns, and never-before-seen Adventure Kingdom artwork, activities, and park memorabilia! When Clark sneaks into Adventure Kingdom, all he wants is a peek at the remains of the once-magical theme park he loved as a kid--plus a cool livestream for his fans. But then he meets Karoline, the granddaughter of the park's creator, and the two of them discover that the magic of that place was never just an illusion. With the help of an enchanted coin and a talking monkey with questionable loyalties, they set off to find what they've both lost and rescue Karoline's mysterious granddad. Through the characters' adventures, readers learn the importance of: - Problem solving - Cooperation - Trusting others - Second chances
Travel through the wishing well with Clark and Karoline--two kids who discover their beloved Adventure Kingdom is more than just your average theme... [Read More]
Travel through the wishing well with Clark and Karoline--two kids who discover their beloved Adventure Kingdom is more than just your average theme park. From Epic Originals, this fantastical story collection serves up twists, turns, and never-before-seen Adventure Kingdom artwork, activities, and park memorabilia! When Clark sneaks into Adventure Kingdom, all he wants is a peek at the remains of the once-magical theme park he loved as a kid--plus a cool livestream for his fans. But then he meets Karoline, the granddaughter of the park's creator, and the two of them discover that the magic of that place was never just an illusion. With the help of an enchanted coin and a talking monkey with questionable loyalties, they set off to find what they've both lost and rescue Karoline's mysterious granddad. Through the characters' adventures, readers learn the importance of: * Problem solving * Cooperation * Trusting others * Second chances
Adventure Kingdom is back in business! In the second volume of this magical graphic novel series from Epic Originals, Clark and Karoline's plans to... [Read More]
Adventure Kingdom is back in business! In the second volume of this magical graphic novel series from Epic Originals, Clark and Karoline's plans to run a seemingly normal park are disrupted when a messenger from the real Adventure Kingdom comes through the portal to summon the land's one true hero on a knightly quest . . . With the Iron King safely in exile, the Grand Jerome, Eddie, and the kids reopen Adventure Kingdom with all the magic and none of the mischief. But they soon find themselves back in a world where magic is real and an old foe with a new name has developed a mesmerizing ability to control people's actions. To save Adventure Kingdom from this con artist's clutches, the kids will have face some hard choices about trust, friendship, and what it means to be a hero. Includes a bonus Adventure Kingdom tale that's an extra story outside the main plot line--a true moment of delight for readers!
Adventure Kingdom is back in business! In the second volume of this magical graphic novel series from Epic Originals, Clark and Karoline's plans to... [Read More]
Adventure Kingdom is back in business! In the second volume of this magical graphic novel series from Epic Originals, Clark and Karoline's plans to run a seemingly normal park are disrupted when a messenger from the real Adventure Kingdom comes through the portal to summon the land's one true hero on a knightly quest . . . With the Iron King safely in exile, the Grand Jerome, Eddie, and the kids reopen Adventure Kingdom with all the magic and none of the mischief. But they soon find themselves back in a world where magic is real and an old foe with a new name has developed a mesmerizing ability to control people's actions. To save Adventure Kingdom from this con artist's clutches, the kids will have face some hard choices about trust, friendship, and what it means to be a hero. Includes a bonus Adventure Kingdom tale!
Make choices to defeat a mysterious sea monster in the first of a new series of innovative, interactive graphic novels from the award-winning creator... [Read More]
Make choices to defeat a mysterious sea monster in the first of a new series of innovative, interactive graphic novels from the award-winning creator of Meanwhile Adventuregame Comics is a new series of interactive graphic novels in the vein of Jason Shiga's hit graphic novel Meanwhile. Readers follow the story from panel to panel using tubes that connect them, and sometimes the path will split, giving readers the chance to choose how the story unfolds. Leviathan is set in a medieval coastal village, where residents live in fear of a giant sea creature. Your goal as a reader is simple: defeat the Leviathan! As you wander through the open world, the town's backstory is revealed. You can attempt to visit the library to try and learn why the Leviathan destroyed it years ago. You can stop by the castle to discover the town was once riddled with crime and theft--and how that's stopped as the Leviathan will wreak havoc on the town for the smallest misdeeds. If you're lucky, you may find your way to the old wizard who may possess the one thing that could keep the Leviathan at bay. But not everything is as it appears in this village. Can you discover the secrets and stop the Leviathan before it's too late?
Theme: Choose Your Own Adventure
The Beyond takes place in some sort of afterlife. You don't know much when you begin, save that you're dead and that you've ended up in a room that... [Read More]
The Beyond takes place in some sort of afterlife. You don't know much when you begin, save that you're dead and that you've ended up in a room that includes a door, a window, and a table with some books. You need to get out, so you try the door. And then the window. And then you finally turn to the books--and when you open them, you're pulled into the worlds of those pages. Could these fictional worlds hold the key to your escape? Or is there more to this room than first meets the eye?