Adventure is a genre of fiction in which an adventure, an exciting undertaking involving risk and danger, forms the main story.
Adventures are events that happen outside the course of the protagonists ordinary life
The stories are usually accompanied by danger often physical action
The plot moves very quickly.
August 1611. Jack Fletcher is shipwrecked off the coast of Japan - his beloved father and the crew lie slaughtered by ninja pirates.
Rescued by the legendary sword master Masamoto Takeshi, Jack's only hope is to become a samurai warrior. And so his training begins.
But life at the samurai school is a constant fight for survival. Even with his friend Akiko by his side, Jack is singled out by bullies and treated as an outcast.
With courage in his heart and his sword held high, can Jack prove himself and face his deadliest rival yet?
Twelve-year-old Artemis Fowl is a millionaire, a genius, and above all, a criminal mastermind. But even Artemis doesn't know what he's taken on when he kidnaps a fairy, Captain Holly Short of the LEPrecon Unit.
These aren't the fairies of bedtime stories—they're dangerous! Full of unexpected twists and turns, Artemis Fowl is a riveting, magical adventure.
Arthur Penhaligon's first days at his new school don't go too well, particularly when a fiendish Mister Monday appears, gives Arthur a magical clock hand, and then orders his gang of dog-faced goons to chase Arthur around and get it back. But when the confused and curious boy discovers that a mysterious virus is spreading through town, he decides to enter an otherworldly house to stop it. After meeting Suzy Blue and the first part of "the Will" (a frog-looking entity that knows everything about the House), Arthur learns that he's been selected as Rightful Heir to the House and must get the other part of the clock hand in order to defeat Monday. That means getting past Monday's henchmen and journeying to the Dayroom itself. Thankfully, Arthur is up to the challenge, but as he finds out, his fight seems to be only one-seventh over.
With a weapon-wielding hero and a villain who doesn't make Mondays any nicer, Nix's Keys to the Kingdom launch is imaginative and gripping. After an action-packed crescendo to the book's middle -- when Arthur finally learns his destiny -- Nix keeps the drama going and doesn't let it fall. By the end, you might be winded from all the fantastic explanation, but you'll definitely be salivating for what's to come.
Also by Garth Nix
A legend of the ancient world decrees that every 4,500 years, a terrible solar event will wreak worldwide destruction . . .
But whoever sets the Golden Capstone atop the Great Pyramid at Giza will avert disaster and gain the ultimate prize: a millennium of world dominance.
Now the Sun is turning once again and nation will battle nation to retrieve the missing Capstone . . .
But a group of small nations, led by super-soldier Jack West Jr., bands together to prevent any one country from attaining this frightening power.
Thus the greatest treasure hunt of all time begins -- an adrenaline fueled race on a global battlefield.
From the Colossus of Rhodes to the Hanging Gardens of Babylon to the Great Egyptian Pyramid itself, unlock the thrills of Seven Deadly Wonders.
Also by Matthew Reilly
They told him his uncle died in an accident. He wasn't wearing his seatbelt, they said. But when fourteen-year-old Alex finds his uncle's windshield riddled with bullet holes, he knows it was no accident. What he doesn't know yet is that his uncle was killed while on a top-secret mission.
But he is about to, and once he does, there is no turning back. Finding himself in the middle of terrorists, Alex must outsmart the people who want him dead. The government has given him the technology, but only he can provide the courage. Should he fail, every child in England will be murdered in cold blood.
Also by Anthony Horowitz
10 STORIES
10 DANGEROUS SITUATIONS
10 BRAVE KIDS
20 MINUTES TO ESCAPE...
Quinn gets thrown overboard into an icy ocean. Can he outwit the circling shark? Ashling is watching a history-making science experiment—but it's about to go horribly wrong... Oscar hides from two secret agents while something much more dangerous hunts all three of them!
Borrow the first book 10 minutes of danger!
Also by Jack Heath
CHERUB agents are highly trained, extremely talented--and all under the age of seventeen. For official purposes, these agents do not exist. They are sent out on missions to spy on terrorists, hack into crucial documents, and gather intel on global threats—all without gadgets or weapons. It is an exceptionally dangerous job, but these agents have one crucial advantage: adults never suspect that teens are spying on them.
James is the latest CHERUB recruit. He’s a bit of a troublemaker, but he’s also brilliant. And CHERUB needs him. James has no idea what to expect, but he’s out of options. Before he can start in the field he must first survive one hundred grueling days of basic training, where even the toughest recruits don’t make it to the end.
Also by Robert Muchamore
They have always scared him in the past — the Rangers, with their dark cloaks and shadowy ways. The villagers believe the Rangers practice magic that makes them invisible to ordinary people. And now 15-year-old Will, always small for his age, has been chosen as a Ranger's apprentice.
What he doesn't yet realize is that the Rangers are the protectors of the kingdom. Highly trained in the skills of battle and surveillance, they fight the battles before the battles reach the people. And as Will is about to learn, there is a large battle brewing.
The exiled Morgarath, Lord of the Mountains of Rain and Night, is gathering his forces for an attack on the kingdom. This time, he will not be denied....
Also by John Flanagan
When Zak Darke's parents die in an unexplained mass murder he's left alone in the world. That is until he's sought out by a mysterious man: ‘I work for a government agency,’ the man tells him. ‘You don’t need to know which one. Not yet. All you need to know is that we’ve had our eye on you. There’s a possibility you could help us in certain . . . operational situations.’
Zak becomes Agent 21. What happened to the 20 agents before him he'll never know. What he does know is that his life is about to change for ever . . .
By Enid Blyton
Jo, Bessie and Fanny move to the country and find an Enchanted Wood right on their doorstep. In the magic Faraway Tree live the magical characters that soon become their new friends – Moon-Face, Silky the fairy, and Saucepan Man. Together they visit the strange lands (the Roundabout Land, the Land of Ice and Snow, Toyland and the Land of Take What You Want) atop the tree and have the most exciting adventures – and narrow escapes.
Also by Enid Blyton
By C.S. Lewis
The secret passage to the house next door leads to a fascinating adventure
NARNIA...where the woods are thick and cold, where Talking Beasts are called to life...a new world where the adventure begins.
Digory and Polly meet and become friends one cold, wet summer in London. Their lives burst into adventure when Digory's Uncle Andrew, who thinks he is a magician, sends them hurtling to...somewhere else. They find their way to Narnia, newborn from the Lion's song, and encounter the evil sorceress Jadis before they finally return home.
By Stuart Daly
It's 1666, and the forces of darkness are spreading across Europe. Dreaming of wielding a blade in epic battles like the father he never knew, sixteen-year-old Jakob von Drachenfels falsifies a letter of introduction to join the Hexenjäger - an elite military order of witch hunters. He soon learns a lesson in the dangers of ambition when he finds himself selected for a team sent to recover a biblical relic from a witch-infested castle. But when the team is betrayed from within, what was already a difficult mission turns into a desperate struggle for survival.
Epic battles, impossible quests, enemies on all sides, witch hunting and demon slaying . . .
By Gabrielle Lord
One kidnapping. One cold case. Two amateur investigators. Only 48 hours to solve the crime ...Jazz's best friend Anika has been kidnapped! She can't call the cops, so Jazz forges a shaky truce with her brilliant nemesis, Phoenix, to help her investigate. Together, they uncover clues and crime scene evidence. Sneaking into a forensic lab, they test DNA, fingerprints and more, to piece the clues together. The results are shocking. Could it really lead to a twenty-year-old murder case? In a race against time, Jazz and Phoenix only have 48 HOURS to collect the evidence, profile the kidnapper and find their schoolmate's location, or Anika will die. The clock is ticking ...
Also by Gabrielle Lord