Fablehaven Book of Imagination

Fablehaven Book of Imagination

by Brandon Mull


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Product Details

ISBN-13: 9781629722412
Publisher: Shadow Mountain Publishing
Publication date: 10/04/2016
Pages: 160
Sales rank: 156,014
Product dimensions: 7.20(w) x 8.90(h) x 0.50(d)
Age Range: 8 Years

About the Author

Brandon Mull has worked as a comedian, a filing clerk, a patio installer, a movie promoter, a copywriter, and briefly as a chicken stacker. For a couple of years, he lived in the Atacama Desert of Northern Chile, where he learned Spanish and juggling. He currently lives in Utah in a happy little valley near the mouth of a canyon with his four children and dog named Buffy. Brandon is the #1 New York Times best-selling author of the Fablehaven, Beyonders, and Five Kingdoms series. Visit Brandon at BrandonMull.com.

Read an Excerpt

Sample Activities

  • Within the pages of this book are secret codes what will help you discover a secret message from me, Brandon Mull, about Dragonwatch—the sequel series to Fablehaven. I will give you the first code here. 1:152:5:1. Notice there are four numbers to the code. The first number refers to a particular volume in the five volume Fablehaven series. The second number refers to the page in the book. The third number tells you who many lines to count from the top of the page. And the final number refers to a word within that line. So with this first code you’re looking for 1—volume 1, 152—page 152, 5—the fifth line from the top, and 1—the first word in the fifth line. Follow this code and you’ll have your first word. Good luck! And, remember, it’s a secret! Shh.
  • Muriel the witch was imprisoned in an ivy shack with magical knots. A good Caretaker should know the basics of knot tying. Find a rope and tie the knots below. 
  • Dragons can create paralyzing fear. Imagine your hands and arms were literally paralyzed from encountering a dragon, but you still needed to write a message. Use your feet or mouth to write a note on this page.
  • Seth learned the hard way to never leave a fairy indoors overnight. In the empty jars below, draw what each fairy would look like as an imp.
  • Learn how to draw a dragon’s head. See step-by-step illustrations below.
  • You have found the legendary Totem Wall. Choose a face to speak with. What question would you ask?
  • Circle five items to create your own potion. What will it do to the person who drinks it? What will you call it?
  • The Centaurs of Fablehaven live at Grunhold. Their unicorn horn is protected by an invisible Tauran Maze. Cut out the die, fold, and tape it together. Each person takes a turn rolling the die. Use a piece of cereal or candy as your marker along the maze. Follow the directions on the die. After rolling “go straight,” move your marker to the next wall and roll again. If you roll “go straight” again, you must hand the die to the next person. If you roll right, for example, and there is an opening to the right, move your marker and roll the die again. If you roll the die and there is no opening, your turn is over. If you roll “go backwards,” move your marker backwards to the previous wall, and then hand the die to the next person. The first person to reach the unicorn horn, wins!
  • Color the Dryad (coloring page)
  • Tanu is a Potion Master. He has all kinds of powerful potions.
    • If you could drink a courage potion, what would you want to do?
    • If you could give someone a love potion, who would you give it to?
    • If you could double your height with an enlarger potion, what would you do?

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