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Watch Hollow series


Watch Hollow: The Alchemist's Shadow

HAVING DEFEATED THE GARR, a vicious tree monster who lived in the enchanted woods of Watch Hollow, Lucy and Oliver Tinker finally have the home they’ve always dreamed of: Blackford House. Powered by a magical clock, and full of curious rooms and improbable knick-knacks, Blackford House brims with the promise of new adventures. Yet when a strange governess and her wards, Agatha and Algernon Kojima, arrive from England, the Tinkers' once bright future quickly begins to dim. The Kojimas claim to be the rightful heirs of Blackford House, and soon after their arrival, a great evil invades the Tinkers' new home, turning it into an ever-changing labyrinth. As a result, Lucy and Oliver, along with their clock-animal friends, must join forces with the Kojimas to escape the labyrinth—all while being pursued by another monster even more powerful than the Garr.



Watch Hollow

DEEP WITHIN THE ENCHANTED WOODS in the town of Watch Hollow stands the once-grand Blackford House, whose halls hold a magical secret: a giant cuckoo clock that does much more than tell time. But when the clock’s gears cease to turn, an evil presence lurking among the trees begins to come out of the shadows. Of course, when Lucy and Oliver Tinker arrive in Watch Hollow, they have no idea that anything is wrong. A mysterious stranger has made their father an offer that’s too good for him to refuse. All Mr. Tinker needs to do is fix the clock at Blackford House and fistfuls of gold coins are his to keep. It doesn’t take long, however, for the children to realize that there is more to Blackford House than meets the eye. And before they can entirely understand the strange world they’ve stumbled into, Lucy and Oliver must join forces with a host of magical clock animals to defeat the Garr—a vicious monster that not only wants Blackford House for itself, but also seeks to destroy everything the Tinkers hold dear.

Alistair Grim series

Alistair Grim's Odditorium

Grubb, age twelve (or thereabouts), has never known anything beyond his miserable existence as a chimney sweep. All that changes the day he stows away in a trunk belonging to a mysterious guest at an inn that he is tasked with cleaning. Grubb emerges from Alistair Grim's trunk and into the wondrous world of the Odditorium. Fueled by a glowing blue energy that Grubb can only begin to understand, the Odditorium is home to countless enchanted objects and an eccentric crew that embraces Grubb as one of their own. However, when the Odditorium comes under attack, Grubb is whisked off on a perilous adventure. Only he can prevent the Odditorium's magic from falling into evil hands—and his new family from suffering a terrible fate.

Alistair Grim's Odd Aquaticum

When Grubb, an orphan and runaway chimney sweep, entered the wondrous world of the Odditorium, his life changed forever. Apprenticed to the mechanical marvel's strange proprietor, Alistair Grim, Grubb unfortunately must settle into his new position on the lam, as all of London is convinced that Grim is a villain bent on mass destruction. Grim, however, has come up with a plan to expose the real villain: Prince Nightshade, a wicked necromancer who wants the Odditorium's power source for himself. With the evil prince hot in their trail, Grim, Grubb and the rest of the Odditorium's crew embark on a perilous adventure to find the legendary sword Excalibur: the only weapon capable of penetrating Nightshade's armor. As expected, their quest turns out to be anything but ordinary, and the crew sets off on an underwater voyage to the mystical realm of Avalon, home to Excaliburas well as an ancient prophecy that holds the key to Grubb's true destiny.

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