Ash--or Princess Adelisa--is the youngest child of the queen, recently returned to the city of Kestrel's Haven after spending six years on the other side of the country. Ash was hoping for a joyous reunion, but the reality is far from it. Her mother is holding the kingdom together by a thread; her brother has only taunts and jibes for her; and court is full of nobles who openly mock and dismiss Ash, who uses a cane and needs braces to strengthen her joints.
Splinter is the youngest child of one of Haven's most prominent families. She's fierce, determined, and adventurous, and she has her sights set on becoming a knight just like her older brother. Even if everyone says she can't because she's not a boy. So what? She's not a girl, either.
A chance encounter throws Ash and Splinter into each other's orbits and changes the course of the kingdom's history. The princess and her new squire will face bullies, snobs, gossips, and their own disapproving families. But when they uncover a shadowy group of nobles plotting to overthrow the queen, they will show everyone how legends are born. Together.
The Hope Juvenile Treatment Center is ironically named. No one has hope for the delinquent teenagers who have been exiled there; the world barely acknowledges that they exist.
Then the guards at Hope start acting strange. And one day…they don't show up. But when the teens band together to make a break from the facility, they encounter soldiers outside the gates. There's a rapidly spreading infectious disease outside, and no one can leave their houses or travel without a permit. Which means that they're stuck at Hope. And this time, no one is watching out for them at all.
As supplies quickly dwindle and a deadly plague tears through their ranks, the group has to decide whom among them they can trust and figure out how they can survive in a world that has never wanted them in the first place.
FIVE friends go to a cabin.
FOUR of them are hiding secrets.
THREE years of history bind them.
TWO are doomed from the start.
ONE person wants to end this.
NO ONE IS SAFE.
Five friends take a trip to a cabin. It's supposed to be one last getaway before going their separate ways—a chance to say goodbye to each other, and to the game they've been playing for the past three years. But they're all dealing with their own demons, and they're all hiding secrets.
And as they start to play the murder mystery game that brought them together in the first place, the lines between the game and reality blend, with deadly consequences. Someone knows their secrets. Someone wants to make them pay. Soon, it's a race against time before it's game over—forever.
Are you ready to play?
Corey and her best friend, Kyra, are inseparable. Corey is the only person who understands Kyra's high-highs and low-lows. So when Corey's family moves away from their Alaskan town, she makes Kyra promise to stay strong during the long, dark winters and wait for her return. Except Kyra doesn't. Two days before Corey is to visit, Kyra is found floating underneath the ice.
Everyone has a reason to fear the boy with the gun.
10:00 a.m.
The principal of Opportunity, Alabama's high school finishes her speech, welcoming the entire student body to a new semester and encouraging them to excel and achieve.
10:02 a.m.
The students get up to leave the auditorium for their next class.
10:03
The auditorium doors won't open.
10:05
Someone starts shooting.
Told from four perspectives over the span of 54 harrowing minutes, terror reigns as one student's calculated revenge turns into the ultimate game of survival.