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Myth Directions Audiobook, by Robert Asprin Play Audiobook Sample

Myth Directions Audiobook

Myth Directions Audiobook, by Robert Asprin Play Audiobook Sample
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Read By: Narrator Info Added Soon Publisher: Recorded Books Inc. Listen Time: at 1.0x Speed 3.67 hours at 1.5x Speed 2.75 hours at 2.0x Speed Series: The Myth Adventures Series Release Date: March 2021 Format: Unabridged Audiobook ISBN: 9781980092209

Quick Stats About this Audiobook

Total Audiobook Chapters:

27

Longest Chapter Length:

15:00 minutes

Shortest Chapter Length:

10:36 minutes

Average Chapter Length:

12:12 minutes

Audiobooks by this Author:

24

Other Audiobooks Written by Robert Asprin: > View All...

Publisher Description

Robert Asprin’s classic fantasy series, now available in eBook! With cover and interior illustrations by Phil Foglio! The Great Game ... The Trophy is just about the ugliest piece of “art” that apprentice magician Skeeve has ever seen, but the beautiful Tananda wants to steal it for a special occasion. Skeeve’s not above indulging in a daring act of interdimensional thievery for a good cause and the chance of adventure, and he figures that between his abilities and Tanda’s, the guardians of the Trophy won’t stand a chance. That’s where their plan goes horribly wrong. The Trophy is the sacred object of an ancient contention, the Great Game between two rival nations, and it’s closely guarded by professional magicians. Tananda is caught in the act of attempting to steal it, and Skeeve must escape to seek help to free her. To effect a rescue, Skeeve must recruit a team of his own to play the Game, taking on both opposing teams simultaneously—and he’s got to win! It will take all of Skeeve’s unproven magical talents and the devious mind of his scaley green mentor, Aahz, plus everything his strange crew of recruits can offer to beat the professionals at their own Game. Present Danger ... “That’s it,” she said with sudden, impish glee. “That’s what?” I blinked. “Aahz’s birthday present,” she proclaimed. I peered down the street, wondering what she was looking at. “What is?” I asked. “That statue,” she said firmly. “That statue?” I cried, unable to hide my horror. “Of course,” she nodded, “it’s perfect. Aahz will have never seen one, much less owned one.” “How do you figure that?” I pressed. “It’s obviously one-of-a-kind,” she explained. “I mean, who could make something like that twice?” She had me there, but I wasn’t about to give up the fight. “There’s just one little problem. I’m no expert on psychology, but if that pack we just saw is any decent sample, I don’t think the folks around here are going to be willing to sell us their pretty statue.” “Of course not, silly,” she laughed, turning to her food again. “That’s what makes it priceless. I never planned to buy Aahz’s present.” “But if it isn’t for sale, how do we get it?” I frowned, fearing the answer. Tananda choked suddenly on her food. It took me a moment to realize she was laughing. “Oh, Skeeve,” she gasped at last, “you’re such a kidder.” “I am?” I blinked. “Sure,” she insisted, looking deep into my eyes. “Why do you think it was so important for you to come along on this trip? I mean, you’ve always said you wanted to be a thief.”

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About Robert Asprin

Robert Asprin (1946-2008) was an American science fiction and fantasy author, best known for his Myth-Adventures and Phule’s Company series. As an active fan of the genres, he was a member of the Society for Creative Anachronism, a cofounder of the Great Dark Horde, and founder of the Dorsai Irregulars. He was nominated for the Hugo Award for Best Dramatic Presentation for The Capture in 1976. Asprin died in 2008 at the age of sixty-one, having published over fifty novels and several short stories.