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Call To Adventure
Quentin's call to adventure was when Margo sneaks into Q's room in the middle of the night, because she needed him to do a favor for her. She asks if he can be her get away man, since she has to accomplish eleven things that night. He finally decides to go, and see where this adventures takes him. Many risky missions happen that night, and when Q couldn't wait to see her tomorrow at school, she wasn't there.
Quentin leaves his little world he was in, and now has more adventure and his prospective starts to change. He became more relaxed in situations he wasn't comfortable before. Quentin's threshold guardian is Margo because she allows him to explore and experience adventures he would have never done without her. Margo's outgoing personality guides Q to be more open to his surroundings and to display his thoughts.
During Q's journey, his guardians were Ben, Radar, and Lucy. Radar and Ben helps Q find Margo, as they look for more clues she leaves behind. While situations get more difficult, Radar and Ben are always here for him, when he needs their support and advice. Lucy is there to tell him when he is ready for the adventure and encourages him to do everything he can to find Margo. So Q has helpers that guide him throughout his journey.
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