About this series
When their friend is incarcerated on a prison asteroid using trumped-up charges, a gang of space pirates concoct a plan to free him. As the escape attempt unfolds, they discover a hidden trap and things get complicated. Outgunned by an obsessed police captain, they are driven dangerously near the hot binary stars of Sirius A and B. Their recently-freed friend manages to intervene and save the day, but fresh trouble arises when a planted spy and a pile of explosives enter the game. It takes all the pirate crew can do to survive the devious scheme of their uniformed enemy.
Titles in the series (8)
- The Jewels of Heaven
1
When extremely valuable gemstones called SunJewels are discovered on their planet, the local natives begin using them to pay the fees and taxes for their casinos. When their payments come up light several years in a row a special agent is sent out from the Central Galactic Government’s Treasury Department to find out why. His presence unnerves the corrupt police officials who’ve been skimming the jewels and the nefarious officers concoct a phony robbery to hide their plundering. But unbeknownst to them, a gang of rogue pirates also intend to have a go at making off with the gems. The yearly SunJewel Ceremony where the pretty sparklies are handed over for the tax payments becomes host to a confusing convergence of both cops and robbers, and it gets awfully hard to tell who’s who when the fireworks start.
- The Policeman's Ball
3
The massacre of an entire colony of defenseless settlers by an elite squad of heavily-armed police officers heralds the start of a fiendish conspiracy. Two police officials have devised a plan to gain control of the civilized worlds of the galaxy, and the plundered wealth of the murdered settlers will finance it. As their project nears completion, a rogue pirate crew uncovers the scheme and attempts to foil it. They mount a risky midnight incursion into the enemy camp to sabotage a batch of critical gadgets, but Fate plays an unwelcome card and they are captured. With two lovely pirate girls scheduled to be raffled off for dark delights, the valiant crew struggle against their evil foe right up until the explosive end.
- The CenterMint Caper
2
Going after a freighter heading for the money-manufacturing CenterMint planet, one of the most heavily guarded fortresses in the Galaxy, would be difficult enough by itself, but the task becomes even more risky when a corrupt politician and his official police henchmen connive to frame T.J. and the gang for a recent assassination. Plot and counterplot, cross and double-cross all combine to turn the heist into a furious adventure. As it unfolds, the pirate crew must use all their skills and ingenuity to try and survive the perilous escapade.
- A Credit to the Art
4
The 10 million credit reward offered for the recovery of a unique piece of artwork entices T.J. and his pirate crew to join in the hunt. Unfortunately, they find themselves in competition with some unscrupulous police officers bent on securing the prize at any cost. The ruthless tactics of the renegade officers leave behind a trail of bruised and battered innocents as they search, but luckily the pirate crew is able to stay one step ahead of them. Unfortunately, when a battle for possession of the painting backfires, three members of the crew are captured and the weight of their rescue falls onto the shoulders of the one remaining pirate girl. She must use all her resources to save her friends so she devises a plan that she hopes won’t blow up in her face.
- Diamonds in the Rough
5
A bucketful of low-grade industrial diamond dust is not much in the way of treasure, but times are hard. What begins as a minor pilfering of a deserted mine on an isolated moon escalates into a tricky situation. Clandestine connections between the Galactic Police Commissioner and the corrupt mine owner have caused men to be condemned so money can flow, and when T.J. and his gang become aware of it, they vow to do something about it. The scene becomes complicated when gemstones are unexpectedly discovered around the mine and several mutinous policemen mount a full-scale attack for possession of the thousands of uncut gems. T.J. and his crew get caught in the crossfire as control of the situation changes hands over and over again between competing bad guys. Being a professional outlaw may pay well sometimes, but it’s certainly a risky business.
- X Marks the Spot
6
A pair of highly-prized Platinum Treasury discs with an enigmatic clue scratched onto the back of one of them initiates a mystery. Rumors of a vast treasure prompt a crew of space adventurers to try and decipher the cryptic message in order to find it, but it leads them only to another pair of the discs with yet another clue etched onto them. Conquering overwhelming obstacles, they travel from star system to star system, chasing down the mysterious hints in the hopes of finding the hidden riches. However, unbeknownst to them, a devious plot designed to ensnare them for an old foe’s sinister revenge hides in the background. When the trap finally snaps shut, their lives become hideously threatened. You’ll want to be there for the explosive climax of the adventure of a lifetime as you follow the clues to where X Marks the Spot.
- Rockets Full of Rubies
7
A red dwarf star hosts a planet with a strange ring of small rockets orbiting it - leftovers from an ancient religious war. Inside, their cargo holds are filled with rich red rubies. Two couples hoping for a vacation getaway stumble onto the mysterious ring and attempt to chase down the source of the lustrous gemstone. When they discover more than they possibly could have imagined, they seek out an old friend to help market some of it. But corrupt officials lay a devious trap in the background. Surprised and captured, only the promise of a new and powerful weapon can offer salvation from certain death.
- A Sirius Scorching
When their friend is incarcerated on a prison asteroid using trumped-up charges, a gang of space pirates concoct a plan to free him. As the escape attempt unfolds, they discover a hidden trap and things get complicated. Outgunned by an obsessed police captain, they are driven dangerously near the hot binary stars of Sirius A and B. Their recently-freed friend manages to intervene and save the day, but fresh trouble arises when a planted spy and a pile of explosives enter the game. It takes all the pirate crew can do to survive the devious scheme of their uniformed enemy.
Craig Conley
Craig Conley is an established teacher and author with a long history of writing for schools and public libraries. He is currently a consulting editor for McGraw-Hill and Globe Fearon publishers. For nine years he was an instructor of composition, literature, and study skills at universities and community colleges in Tennessee, Virginia, and Florida. His articles have appeared in magazines such as Verbatim, Mothering, Mnemosyne Journal, American Cage-Bird, and Home Education. Conley holds a B.S. in mass communications and an M.A. in English from Middle Tennessee State University.
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