When two boys stay with an eccentric relative at his mansion in rural Vermont, they discover an old-fashioned board game that draws them into a mysterious adventure.
Soon after Peter, an orphan, sets sail from England on the ship Never Land, he befriends and assists Molly, a young Starcatcher, whose mission is to guard a trunk of magical stardust from a greedy pirate and the native inhabitants of a remote island.
Two eleven-year-old misfits try to solve the mystery of a dead magician and stop the evil Dr. L and Ms. Mauvais, who are searching for the secret of immortality.
When eleven-year-old Gregor and his two-year-old sister are pulled into a strange underground world, they trigger an epic battle involving men, bats, rats, cockroaches, and spiders while on a quest foretold by ancient prophecy.
Twelve-year-old Meggie learns that her father, who repairs and binds books for a living, can "read" fictional characters to life when one of those characters abducts them and tries to force him into service.
"Twelve-year-old Kyle gets to stay overnight in the new town library, designed by his hero (the famous gamemaker Luigi Lemoncello), with other students but finds that come morning he must work with friends to solve puzzles in order to escape"--
When the peaceful life of ancient Redwall Abbey is shattered by the arrival of the evil rat Cluny and his villainous hordes, Matthias, a young mouse, determines to find the legendary sword of Martin the Warrior which, he is convinced, will help Redwall's inhabitants destroy the enemy.
After the death of his father, ten-year-old Moon leaves their forest shelter home and is sent to an Alabama institution, becoming entangled in the outside world he has never known and making good friends, a relentless enemy, and finally a new life.
It is testing day, and twelve-year-old Al has scored a zero--but as he flees the cullers he begins to realize that being a zero actually means that he is a threat to the vicious dragons who rule his people.
"Marzana and her best friend, Nialla, are bored. In a city where normal rules don't apply, it seems that adventure should be everywhere, yet nothing exciting ever happens to them. Nothing, that is, until Marzana's parents are recruited to help solve a kidnapping that makes no sense. This could be the excitement Marzana and Nialla have been looking for-if they can crack the case without getting caught meddling. They gather a group of kid detectives...
When a newborn bat named Shade but sometimes called "Runt" becomes separated from his colony during migration, he grows in ways that prepare him for even greater journeys.
After a plane crash, thirteen-year-old Brian spends fifty-four days in the Canadian wilderness, learning to survive with only the aid of a hatchet given him by his mother, and learning also to survive his parents' divorce. Includes an introduction and sidebar commentary by the author.
Twelve-year-old Homer, a poor but clever orphan, has extraordinary adventures after running away from his evil uncle to rescue his brother, who has been sold into service in the Civil War.
At the reading of their grandmother's will, Dan and Amy Cahill are given the choice of receiving a million dollars or uncovering the 39 clues hidden around the world that will lead to the source of the family's power, but by taking on the clues, they end up in a dangerous race against their own family members.
After passing a series of mind-bending tests, four children are selected for a secret mission that requires them to go undercover at the Learning Institute for the Very Enlightened, where the only rule is that there are no rules.
"Odyssey-like adventure of two boys' incredible quest on the Appalachian Trail where they deal with pirates, buried secrets, and extraordinary encounters"--
In 1893 New York, thirteen-year-old Maks, a newsboy, teams up with Willa, a homeless girl, to clear his older sister, Emma, from charges that she stole from the brand new Waldorf Hotel, where she works. Includes historical notes.
In the near future, a boy with the ability to speak the language of cats sets out from London to seek his kidnapped parents and finds himself on a Paris-bound circus ship learning to train lions.
Jaden's summer visit with her meteorologist father, who has just returned from spending four years in Russia conducting weather experiments not permitted in the United States, fills her with apprehension and fear as she discovers that living at her father's planned community, Placid Meadows, is anything but placid.
On his thirteenth birthday, foster child Alcatraz Smedry receives a bag of sand which is immediately stolen by the evil Librarians who are trying to take over the world, and Alcatraz is introduced to his grandfather and his own special talent, and told that he must use it to save civilization.