Hayden and his fellow cats find their way to paradise: TALULA TUPPERMAN’S HOME FOR DISTRESSED FELINES. But Rodney and Stanley, cat kidnappers, are on their trail, and suddenly cats begin to vanish. Can Hayden and his troop put a stop to these mysterious disappearances before they mysteriously vanish, too?
At stake--the deed to The Clifton Heights Home for Children. Emmaline Gremlin wants to close the orphanage. Her runaway husband wants to turn the deed over to Mr. Bloober, Superintendent of the Home, to ensure its continuation.
Mickey Allston, age nine, and his friend Warren Towers, who is visiting from the Clifton Heights Home for Children, join forces with Mr. Camden Chatsworth, owner of a marvelous collection of old toys, and the runaway Mr. Gremlin, newly arrived in Pennypack and living under the name of Montague Dobson.
As the Monday deadline looms, Emmaline steals the deed, but as the clock ticks down, Warren hatches a clever plot which Camden Chatsworth, Montague Dobson, and the two boys attempt to pull off in the library of the Home as the deadline looms. Will they succeed? Can they reclaim the deed in time to save the Home?
This is the fun and dramatic story of Philip and Emery trying to deal with a sixth grade bully. The story begins with an art competition that Phillip and Emery enter. The bully, Johnny Visco, also enters a piece in the competition. What ensues at the awards ceremony sets off a very comical tale of how Philip and Emery, with help from a very unlikely source, teach Johnny Visco that victory does not always go to the tough and mean.
Philip and the Haunted House
When circumstances force Philip and Emery to sneak into a haunted house, they discover something that gives them the shock of their lives.
Philip and the Monsters
Philip and his best friend Emery are certain the new family on the block consists of the Frankenstein monster, the Wolfman, and Dracula. And now that family's been invited to dinner! Help!
Philip and the Fortune Teller
Philip and Emery race the clock to avert disaster when a gypsy gives them three wishes which turn into a nightmare.
Philip and the Deadly Curse
When Emery has a streak of good luck, Philip sets out to find a good luck charm of his own, but what he finds turns out to be more deadly curse than good luck charm.
Philip and the Superstition Kid
Philip and Emery don't know what to do about Emery's monumentally clumsy cousin Leon, who is visiting for a week and who brings bad luck with him wherever he goes. Can they convince Leon to go home before his bad luck brings total disaster to their lives?
Philip and the Loser
Can Philip and Emery keep their promise to raise money at a neighbor's charity fair, or will Emery's monumentally unlucky cousin Leon prove their undoing when he decides to help out?
Philip and the Thief
Philip cracks the case of the teacher's stolen money and shocks everyone, including Jason, the suspected thief, with the solution.
Philip and the Girl Who Couldn't Lose
Philip assures Jeanne, a girl who has bested him at every turn, that he will win the poster contest being run at the mall, but how will he ever defeat The Girl Who Couldn't Lose?
Philip and the Angel
Philip is determined to get a pet of his own, but even with the help of a neighborhood Angel, comedy and calamity meet Philip head-on.
Philip and the Sneaky Trashmen
When clumsy Leon helps Philip clean his room, it begins a wild adventure for Philip and Emery, complete with missing jewelry, stolen pants, a crazy aunt, and secret trips to the police station.
Philip and the Mummy
When a mummy walks into a birthday party calling Leon's name, and a valuable scarab goes missing, Philip and Emery have to get Leon out of a world of trouble.
Philip and the Dragon
Will Philip and Emery come up with a report to satisfy the demands of the most difficult assignment their teacher has ever given them? They might if only they can make a new friend and travel to New York City besides.
Philip and the Miserable Christmas
Philip's young cousin Francis comes to stay for a few days over Christmas and turns the holiday into a disaster area. Can anything bring back the joy of the day for Philip?
BEST CHILDREN'S EBOOK OF 2011 TOP TEN!
Philip is desperate to have a pet of his own, especially after his best friend Emery’s father brings him home a dachshund puppy. Philip turns to his invalid neighbor, a girl his age named Angel, for help. She helps him, all right, but as usual with Philip, things don’t go exactly as planned.
Philip and the Case of Mistaken Identity
Philip and his best friend Emery, detectives on the trail, try to cope with a mystifying little girl who runs them a merry chase.
Philip and the Baby
Philip resents the fact that a new baby is coming into his house. Will anything get Philip to love and accept his new baby sister before he drives his parents crazy with his behavior?
Philip runs into an awful streak of bad luck at the same time as his best buddy Emery runs into a streak of good luck. When Emery reveals that he's been using a newly acquired good luck charm, Philip sets out to find one of his own, but what he finds turns out to be more deadly curse than lucky charm.
Philip and Emery have to ace their research assignment about Chinese New Year to save their Social Studies marks. Emery has found a boy who can help them, and they’re standing right outside his family’s restaurant.
Philip and Emery are granted three wishes by a gypsy from the circus sideshow, but to get these wishes, they must perform a chore for the gypsy. They must recover some jewels, including a magical scarab, from a dangerous location. They undertake the chore, but soon regret their decision. Disaster looms. Yet, if they can set things right quickly, all will be well. But the police are on their trail!
Philip runs into Jeanne, a new girl in the neighborhood, who defeats him at every game they play. Philip enlists his best pal Emery to help him, but even when they join forces, they lose to Jeanne. In his frustration, Philip foolishly assures Jeanne that he will win the poster contest being run at the mall. She laughs off his challenge, certain first prize will be hers. Philip cannot allow himself to lose again to this girl, but how in the world will he ever defeat The Girl Who Couldn’t Lose?
CHILDREN'S EBOOK OF THE YEAR 2012 FINALIST!
A community service project leads Philip and Emery straight to a haunted house. Disappearing lunches and windows that mysteriously open and close on their own don't deter the two boys from going inside the house to look for stolen money they think robbers may have left behind. When they bravely go down into the dark basement of the house, they are flabbergasted by what they find!
Philip and Emery dread their school assignment: perform an activity demonstrating brotherhood. Philip gets an inspiration, though, when a neighbor tells him about her women’s club fair which will raise money for charity. He and Emery decide to create a game for the fair and donate the money they collect. Creating a game proves more difficult than they thought, especially when Leon, Emery’s unlucky cousin, shows up to help out. Can Philip and Emery deliver their game on time, or will Leon’s monumental bad luck prove their undoing?
Philip’s Christmas turns into a disaster when his troublesome younger cousin Francis shows up to stay for a few days. Nothing is safe, not the Christmas tree, not the presents, and certainly not the good cheer of the season. Philip enlists his best friend Emery to help out in entertaining Francis but even a trip to the local mall to admire the decorations turns into a misadventure of epic proportions. Can anything bring some Christmas joy for Philip? Christmas morning holds the answer.
Could the Frankenstein monster, Dracula and the Wolfman actually move into someone’s respectable neighborhood? Philip and his best friend Emery are convinced it has happened when a suspicious new family moves in down the block. The boys have seen the vampire bat; they’ve heard the werewolf’s growl; they’ve witnessed the coffin delivery to the house. When Emery’s mother invites the new family to dinner, Philip and Emery have no choice but to prepare for the worst.
Can a homemade mummy rise from the dead? Philip and Emery's pal Leon thinks so. He buries a tiny mummy in his backyard. When they attend a birthday party held in the Egyptian room of the museum, and a real, live, walking, talking mummy shows up and a valuable scarab goes missing, Philip and Emery have to figure out a way to get Leon out of a world of trouble.
Philip begins his summer in a bad mood. His mother insists he clean his room. But when Philip allows Leon, the clumsy jinx-boy of the neighborhood, to help, it sends Philip and his best friend Emery off on the wildest summer adventure they’ve ever had. Missing jewelry, stolen pants, a crazy aunt, and secret trips to the police station keep Philip and Emery hopping until the night when it all explodes!
BEST CHILDREN'S EBOOK OF 2010!
Philip and Emery are forced to spend time with Leon, Emery's monumentally unlucky cousin, but when Leon's perpetual bad luck starts rubbing off on Philip and Emery, they decide to take drastic action!
After Philip solves a few neighborhood mysteries, he decides to open a detective agency with his best pal Emery. Their classmate Jason starts making fun of their efforts, though, and being a detective suddenly isn’t so much fun. But soon Jason is accused of stealing money from the teacher, and Emery encourages Philip to solve the case and get Jason thrown out of their class. Philip sets to work and shocks the class when he reveals the solution to the mystery.
While sitting at his bedroom window staring at the moon, a burst of green light whisks Mark Foy away to Planet Zoron, where Prince Zincor and Princess Zayla need Mark’s help to regain the prince’s throne from Blaylock and Fentar, two evil councilors to his late father.
Mark Foy has returned home from his surprising trip to Planet Zoron. Prince Zincor’s throne is safe. But is it? Who shows up but Zincor’s Uncle Blaylock, still determined to take over Zincor’s throne, and his partner, the evil scientific genius Fentar? They’ve been mistakenly transported to Mark’s very neighborhood by the Tappa Ray and now have Mark in their sights, certain he knows something they don’t—the way back to Zoron. Blaylock’s quest for Prince Zincor’s throne is not over!
Mark Foy is summoned back to Zoron by Princess Zayla, bored at being left alone as her brother goes off adventuring. She doesn’t realize they are in for a frightening adventure set off by the reappearance of Blaylock, the evil uncle, and Fentar, the evil genius sidekick. Will Prince Zincor’s return be enough to rescue them, or will he, too, fall under Blaylock’s control?
The Director hires nine-year-old Tommy Whitaker to be a character in a book set in 1957. Tommy readily agrees and soon becomes involved in a gang of thieves ...and a murder.
Dougie’s best friend Curly dies in an accident. Yet, Dougie keeps hearing Curly’s voice coming from the strangest places. When Dougie’s mom sees him talking to… nothing, she gets very worried. When Curly’s voice tells Dougie it wasn’t an accident that sent him off the second floor porch, Dougie promises to do what he can to bring the two men responsible to justice—if only Curly’s twin, pain-in-the-neck sister didn’t have to be involved.
When Greg Logan takes his girlfriend Karen on a late night walk through Northwood Cemetery, Karen is spooked by the silence, the darkness, and something she sees but can’t explain. When, soon after, they meet with two other teenagers in the cemetery, stranger things begin to happen. Who are these two new people? Why do they spend so much time in the cemetery? Why do both of them claim to be searching for someone? And how does an elderly man from the neighborhood who frequently visits the cemetery fit into the mysterious happenings? Greg and Karen can’t rest until they figure out the meaning of the strange goings-on in the Northwood Cemetery.
Judy Lang, age nine, is spending the summer vacation at her grandparents’ house in the country. Strange occurrences—toys mysteriously appearing, a strange voice beckoning to her, and finally the unlikely presence of a girl her own age. Judy listens in horror to the tales her new friend, Suzy, tells her about the people she was forced to live with—until that arrangement abruptly changed. Judy chooses to help Suzy deal with her impossible situation and hopes she will be able to help her through her troubles. They come up with a plan. Now, will it work, and will it bring Suzy peace?
Soon-to-be fifth graders, Paul Drummond and Billy Sparks’ summer vacation at the beach with Lige Drummond, Paul’s grandfather, is interrupted when Lige’s best friend Jess Hubbard disappears, and the boys are off to find him in Shumbus, a strange land deep within the Earth.
The Golden Mushroom
Soon-to-be fifth graders, Paul Drummond and Billy Sparks’ summer vacation at the beach with Lige Drummond, Paul’s grandfather, is interrupted when Lige’s best friend Jess Hubbard disappears, and the boys are off to find him in Shumbus, a strange land deep within the Earth.
The Revenge of the Critches
Things did not stay peaceful long in Shumbus after Paul and Billy’s summer adventure there. The Critches are out for revenge. The Golden Mushroom is in danger and so is the very city where the Shumians have lived forever. With Jess Hubbard planning to help the Critches, they are sure to succeed unless Paul, Billy, and Argo can come up with something fast!
The Goshmen
Paul Drummond and Billy Sparks make their third trip to Shumbus, the strange land within the Earth. When they arrive, Argo takes them on a journey to a land of people forgotten in time, who hold a key to the history of Shumbus…if only they can escape from them and get back home.
Paul Drummond and Billy Sparks make their third trip to Shumbus, the strange land within the Earth. When they arrive, Argo takes them on a journey to a land of people forgotten in time, who hold a key to the history of Shumbus…if only they can escape from them and get back home.
Jason, a seventeen-year-old Amerian, sets out for the mountaintop, an act forbidden in his society, to determine once and for all the truth of his city’s beliefs. On his journey there and back, Jason runs into some unexpected and eye-opening adventures. Most importantly, he meets Manda, a 17-year-old Ginder girl, who changes his life irrevocably.
Planet Zoron
While sitting at his bedroom window staring at the moon, a burst of green light whisks Mark Foy away to Planet Zoron, where Prince Zincor and Princess Zayla need Mark’s help to regain the prince’s throne from Blaylock and Fentar, two evil councilors to his late father.
Rescue from Zoron
Mark Foy has returned home from his surprising trip to Planet Zoron. Prince Zincor’s throne is safe. But is it? Who shows up but Zincor’s Uncle Blaylock, still determined to take over Zincor’s throne, and his partner, the evil scientific genius Fentar? They’ve been mistakenly transported to Mark’s very neighborhood by the Tappa Ray and now have Mark in their sights, certain he knows something they don’t—the way back to Zoron. Blaylock’s quest for Prince Zincor’s throne is not over!
Return to Zoron
Mark Foy is summoned back to Zoron by Princess Zayla, bored at being left alone as her brother goes off adventuring. She doesn’t realize they are in for a frightening adventure set off by the reappearance of Blaylock, the evil uncle, and Fentar, the evil genius sidekick. Will Prince Zincor’s return be enough to rescue them, or will he, too, fall under Blaylock’s control?
Things did not stay peaceful long in Shumbus after Paul and Billy’s summer adventure there. The Critches are out for revenge. The Golden Mushroom is in danger and so is the very city where the Shumians have lived forever. With Jess Hubbard planning to help the Critches, they are sure to succeed unless Paul, Billy, and Argo can come up with something fast!
Toby Manders is a bored sixteen-year-old Earth immigrant to Hobson’s Planet who is tired of living the quiet life of a farmer. After running away from his father and home, he becomes close friends with Jar Kensch, a native Walber boy. He and Jar, who has family troubles of his own, get themselves entangled in the feud going on between the Earth immigrants and the Catonians, conquerors of Hobson’s Planet.
Can Toby resolve the trouble he and Jar get into, resolve his estrangement from his father, and avoid the boring life he left behind?