The Beast of Seabourne
The Beast of Seabourne (The Artefact Quintet)
The Beast of Seabourne
Oz Chambers has a wonderful secret; the obsidian pebble, gifted to him by his dead father, is an artefact of astonishing power.  The sort of power that makes the year eight science project a hands-down walkover thanks to the the pebble's genius avatar, Soph. But, there are sinister forces abroad who will do just about anything to get their hands on the pebble, and when fellow pupils start being attacked,  Oz finds himself in very hot water.  Soon Oz and his friends, Ruff and Ellie, are caught up in a centuries old mystery involving a missing ring, lava toothpaste and a murderous monster known as the Beast of Seabourne

Book Details

Genre: 

  • Adventure
  • Fantasy
  • Mystery
  • Series

Age Level: 

  • 12 and up
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The Beast of Seabourne is the follow-up story of Oz Chambers and his best friends Ellie Messenger and Rufus Adams (Ruff). Oz is starting to make sense of the obsidian pebble, and even uses it to help him at school.

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It has been a little over a year since Oz Chamber’s father bequeathed to him a seemingly useless obsidian pebble, just a day before he was killed in a mysterious car crash.  Oz soon discovers that the pebble is so much more than a simple rock.  Out of the stone comes Soph, a holographic supercomputer with a sixteen-year-old female avatar.  Soph’s computer analyzes the world around her with superhuman speed and accuracy, perfect for helping Oz with school science projects, adventurous escapades, and, most of all, the location of the remaining artefacts, powerful an

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