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6.
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Twelve-year-old Audrey Abbott dreams of becoming a writer, but with her father's failing health and the family's shaky finances, it seems there is no room for what her overworked mother would surely call a childish fantasy. So Audrey keeps her writing a secret. That is, until she meets a mysterious old woman who seems able to read her mind. Audrey is surprised at how readily she reveals her secret to the woman. One day the old woman gives Audrey a peculiar bronze pen and tells her to "use it wisely and to good purpose." It turns out to be just perfect for writing her stories with. But as Audrey writes, odd things start happening. Did Beowulf, her dog, just speak to her? And what is that bumping under her bed at night? It seems that whatever she writes with the pen comes true. However, things don't always happen in the way that she wants or expects. In fact, it's quite difficult to predict what writing with the pen will do. Could the pen be more of a curse than a gift? Or will Audrey be able to rewrite the future in the way that she wishes---and save her father's life?...
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7.
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Abby O’Malley is a girl who likes things to make sense. School makes sense, and her best friend Paige makes sense (most of the time), but Abby’s flighty mother never makes sense. Abby’s mom seems to think that she and Abby are descended from a line of witches, and that they have special powers—psychic powers that don’t make sense at all. The problem is, Abby knows that she can do certain things that other people can’t. Sometimes, when she holds an object in her hand, she’s overpowered by sounds and pictures that show where the owner is and what he or she is doing. Abby thinks of this as her “magic nation,” because that is what her kindergarten teacher told her it was called. Now 11, Abby has an inkling that her teacher may have been saying it was her “imagination,” which unfortunately, she knows it is not. Now some things are happening in her mother’s detective agency—cases where Abby’s magic nation thing might come in handy. But does Abby want to admit that such a sensible girl could have such an unsensible power?
From the Hardcover edition....
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8.
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William S. Baggett is a good kid trapped in a really awful family. William has his running-away money ready to go, he's just been waiting until he's older than twelve to leave. When his big brothers flush his sister's pet guinea pig down the toilet, she insists they leave now. And take the two littlest Baggetts with them. So they head out in the middle of the night, ready to escape to their aunt Fiona's house. Unfortunately the trip doesn't go exactly as planned. It's not so easy traveling with two little kids, and some help from a lonely rich girl makes it even more complicated. Will they ever make it to Aunt Fiona's? And if they do, will she let them stay? This is the story of four children who learn that sometimes you have to run away before you can find your way home....
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9.
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The kids from The Egypt Game are back. What game will they play next? The answer is Gypsies. While April plunges in with her usual enthusiasm, the more Melanie learns, the more something seems to be holding her back. But it's Toby who adds a really new wrinkle when he announces that he himself is a bona fide Gypsy. Plus he can get them some of his grandmother's things to use as real Gypsy props for the new game. What could be more thrilling? Then Toby suddenly and mysteriously disappears, and the kids discover that living as real-life Gypsies may not be as much fun as they thought. How will they find Toby and rescue him from the very real problems that are haunting his life?...
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10.
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Harleigh J. Weatherby IV leads a lonely existence in the vast Weatherby mansion under the watchful eye of his great aunt Adelaide -- until a mysterious girl named Allegra literally flies over the walls of Weatherby House and into his life. Allegra's intense curiosity about Weatherby House forces Harleigh to think about things he's always ignored, including the long-lost treasure of the first Harleigh -- which someone is trying to steal....
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12.
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Harleigh J. Weatherby IV feels misunderstood. At age twelve he is about as tall as a six-year-old, and no one lets him forget it. At school the bullies nicknamed him "Hardly." Now he is homeschooled at the Weatherby mansion, where strict Aunt Adelaide is always on his case about something. Then Harleigh meets Allegra. When she literally flies over the walls of Weatherby and into Harleigh's life, the two form an unlikely friendship. Allegra is fascinated by the enormous Weatherby mansion, and against Harleigh's orders, sneaks inside. Together they discover that someone is trying to find -- and steal -- the long-lost Weatherby treasure. Will Harleigh and Allegra be able to foil the villain and save Weatherby House? Three-time Newbery Honor winner Zilpha Keatley Snyder combines a cast of quirky characters with an eerie old mansion to create a spellbinding tale of mystery and magic....
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14.
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Twelve-year-old Audrey Abbott dreams of becoming a writer, but with her father's failing health and the family's shaky finances, it seems there is no room for what her overworked mother would surely call a childish fantasy. So Audrey keeps her writing a secret. That is, until she meets a mysterious old woman who seems able to read her mind. Audrey is surprised at how readily she reveals her secret to the woman. One day the old woman gives Audrey a peculiar bronze pen and tells her to "use it wisely and to good purpose." It turns out to be just perfect for writing her stories with. But as Audrey writes, odd things start happening. Did Beowulf, her dog, just speak to her? And what is that bumping under her bed at night? It seems that whatever she writes with the pen comes true. However, things don't always happen in the way that she wants or expects. In fact, it's quite difficult to predict what writing with the pen will do. Could the pen be more of a curse than a gift? Or will Audrey be able to rewrite the future in the way that she wishes---and save her father's life?...
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15.
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Hallie Meredith is angry at God and feeling sorry for herself. Her beloved father died in a car accident, and her whole life has turned upside down. Her mother has had to find a job, and they’ve moved to a cramped apartment in an old mansion, away from Hallie’s old friends and her school. Looking for somewhere–anywhere–to hide from her lousy life, Hallie discovers the old mansion’s mysterious attic, and a secret window where she can spy straight into another family’s life.At first it’s a game, sneaking up to the attic, forgetting her own troubles for a while as she watches the strange doings of this oddly dysfunctional family. But as the mystery of what is going on on the other side of the window deepens, Hallie becomes increasingly involved in the intimate lives of people she really doesn’t know, and the game turns into a kind of addiction. When she sees signs of danger, Hallie tries to help, and that may be the best way she can help herself as well....
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