Escape from the Carnivale

Never Land: Escape from the Carnivale

Little Scallop should be happy. She’s a princess of the Mollusk tribe, rulers of beautiful Mollusk Island. And she has two fun friends—Aqua and Surf—who just happen to be mermaids.

But Little Scallop is bored. Her warrior brothers are allowed to do exciting things, like spying on the pirates who live on the other side of the island. Little Scallop longs to have a real adventure. So when Aqua and Surf invite her to go pearl-diving—even though she know she shouldn’t—she can’t resist.

So late one night she sneaks off into forbidden waters with Aqua and Surf. That’s when the trouble starts—they run into a fierce storm, and a strange ship sailed by men who would love to capture a mermaid. Soon Shining Pearl is caught up in the adventure she always wanted. The question is: can she and her friends get out of it?

Cave of the Dark Wind

Never Land: Cave of the Dark Wind

While Peter is away from the island, James and the other Lost Boys discover a mysterious cave. Shining Pearl and her sister Little Scallop warn the boys that the cave is a dangerous place, inhabited by a creature known as the Goat Taker — a beast so scary that even the Mollusk tribe fears it. But the boys can’t resist trying to discover the cave’s secrets. When the first of those secrets turns out to be a tantalizing hint of a famous haunted treasure, Captain Hook and his band of cutthroat pirates quickly join the hunt. Before long the children are fleeing for their lives in a dark and deadly underground labyrinth… and their only hope of escape is to solve the mystery of the Cave of the Dark Wind.

Blood Tide

Never Land: Blood Tide

When an earthquake strikes Never Land Island, things begin to go terribly wrong. A mysterious barrel washes ashore and falls into the hands of Captain Hook, who hatches an evil plan. The once-peaceful mermaids, who have always been friends to the natives, have turned violent. When the mermaids injure some members of the Mollusk tribe, the warriors have no choice but to fight back. Meanwhile, the boys and Shining Pearl and Little Scallop set off on a secret mission to try to make peace with the mermaids. Instead, they’re captured, and while in captivity they discover the cause of the problem—the Blood Tide is poisoning the lagoon and will eventually kill the mermaids. With time running out, the children must figure out a way to save the mermaids and to stop Captain Hook, whose plan threatens to destroy the Mollusk village and change life on Never Land Island forever.

Science Fair

Science Fair

Grdankl the Strong, president of Kprshtskan, is plotting to take over the American government. His plan is to infiltrate the science fair at Hubble Middle School, located in a Maryland suburb just outside Washington. The rich kids at Hubble cheat by buying their projects every year, and Grdankl’s cronies should have no problem selling them his government-corrupting software. But this year, Toby Harbinger, a regular kid with Discount Warehouse shoes, is determined to win the $5,000 prize—even if he has to go up against terrorists to do it. With the help of his best friends, Tamara and Micah, Toby takes on Assistant Principal Paul Parmit, aka “The Armpit,” a laser-eyed stuffed owl, and two eBay buyers named Darth and the Wookiee who seem to think that the Harrison-Ford-signed BlasTech DL-44 blaster Toby sold them is a counterfeit. What transpires is a hilarious adventure filled with mystery, suspense, and levitating frogs.

The Challenge

Steel Trapp: The Challenge

In this riveting crime novel, 14-year-old Steven “Steel” Trapp sets off with his mom and their dog, Cairo, on a 2-day Amtrak journey to compete in the National Science Competition in Washington, DC. Steel is both blessed and cursed with a remarkable photographic memory—just one look and whatever he sees is imprinted for keeps. Trying to be a good Samaritan on the train, he instead becomes embroiled in an ingenious plot of kidnapping and bribery that may have links to terrorists…

Federal agents (first seen in Pearson’s adult thriller, Cut and Run) track Steel and his new-found science geek accomplice, Kaileigh Augustine, as they attempt to put together the pieces of a complex puzzle. Using Steel’s science contest invention—and with the help of Cairo—Steel and Kaileigh lead readers on an action-packed chase adventure as they attempt to prevent the unimaginable, before it’s too late.

Steel Trapp: The Academy

Steel Trapp: The Academy

Steven “Steel” Trapp has been placed in an East Coast boarding school for gifted kids by his FBI agent father. He soon discovers that there’s a clubby element of the faculty and upper classmen that is very secretive and protective. To his surprise, his friend Kaleigh arrives to board at the school and soon the two discover that this is not your normal boarding school. It seems a select few students are recruited, while still minors, to serve as special “translators” for the US Government. Steel’s dad was able to arrange this school for his son given Steel’s incredible retention skills. People—including diplomats and dignitaries—will say things around kids that they wouldn’t otherwise dare speak outside of embassies. The willing student “agent” takes a semester abroad and ends up spying for his country. But there are dark elements at play at the school. Foreign agents may have penetrated the school’s secrecy and may have sleepers in place: kids spying on future kid spies. There is conspiracy and competition among the elite faculty that threatens security. As Steel and Kaileigh are recruited for their first test run—trying to break a ring of pickpockets in a Boston hotel—things go impossibly wrong. Betrayal and conspiracy cloud what should have been a straightforward assignment. And all too soon, their very lives are in danger.

Peter and the Starcatchers

Peter and the Starcatchers

In an evocative and fast-paced adventure on the high seas and on a faraway island an orphan boy named Peter and his mysterious new friend, Molly, overcome bands of pirates and thieves in their quest to keep a fantastical secret safe and save the world from evil. Bestselling authors Dave Barry and Ridley Pearson have turned back the clock and revealed a wonderful story that precedes J. M. Barrie’s beloved Peter Pan. Peter and the Starcatchers is brimming with richly developed characters from the scary but somehow familiar Black Stache and the ferocious Mister Grin to the sweet but sophisticated Molly and the fearless Peter. Page after page of riveting adventure take readers on a journey from the filthy, crime-ridden port of old England across the turbulent sea. Aboard the Never Land is a trunk that holds a magical substance that amazes—just a sprinkle and wounds heal and just a dusting and people can fly.

Roiling seas and dangerous thunderstorms are the backdrop for battles at sea. Bone-crushing waves eventually land our characters on Mollusk Island—where the action really heats up.

Peter and the Shadow Thieves

Peter and the Shadow Thieves

In this riveting and adventure-packed follow-up to the award-winning, The New York Times bestseller Peter and the Starcatchers, Peter leaves the relative safety of Mollusk Island—along with his trusted companion Tinker Bell—for the cold, damp, dangerous streets of London. On a difficult journey across the sea, he and Tink discover the dark and deadly, slithering part-man/part-creature Lord Ombra, who is intent on recovering the missing starstuff—a celestial dust that contains unimagined powers. In London, Peter attempts to track down the indomitable Molly, hoping that together they can combat Ombra’s determined forces. But London is not Mollusk Island; Peter is not the boy he used to be; and Lord Ombra—the Shadow Master—is unlike anything Peter, or the world, has ever seen.

Peter and the Secret of Rundoon

Peter and the Secret of Rundoon

In this double-stranded, nearly nonstop close to the Starcatchers trilogy (at least its direct line; the authors are also producing spin-offs), peaceful Mollusk Island is overrun by savage invaders, while Peter, acerbic Tinkerbell and the Starcatchers are away in the North African land of Rundoon battling the darkness-loving Others. For one long pause, the reconstituted shadow-eater Lord Ombra stops to explain in great detail the Others’s scheme to rewind the entire universe back to its pre-Big Bang state, and to reveal that the fabulously valuable “starstuff” that falls to Earth occasionally is effluent from “a leak in the plumbing of the universe.”

Bridge to Never Land

Bridge to Never Land

Aidan and Sarah Cooper have no idea what they’re getting into one afternoon when they discover a mysterious coded document in a secret compartment of an antique English desk their father recently bought at an auction. Something about the document seems familiar to Sarah, and that night she realizes what it is: the document seems to be referring to some books she has read—the Starcatchers series, about the origin of Peter Pan. But how could that be? The document seems far older than the books. And of course, the books are just stories. . . .

Curious, Sarah and Aidan begin to decipher the mysterious document. At firs it’s a game —unraveling the mystery piece by piece, each piece leading them to a new, deeper puzzle. But soon the game turns strange—and scary. They discover that the “stories” are real, and that what they thought was a fictional battle between good and evil is still going on. And the scariest part is: They have become part of it. Pursued by a being that can take any form and will stop at nothing to get what it wants from them, Aidan and Sarah embark on a desperate, thrilling quest for help—a quest that leads them to some unforgettable people in some unlikely places, including one that’s not supposed to exist at all. At each step they must solve new puzzles and escape new dangers, all the while knowing that if they fail, the evil they are fleeing will be let loose on an unsuspecting world.