Adventure awaits in this middle-grade fantasy series that invites young readers to step into the shoes of of the story’s hero! Combining elements of table-top roleplaying and pick-your-poison storytelling, a roll of the dice determines whether you’ll score a legendary win...or an epic fail.
Set in a classic high-fantasy setting, Seth is last-surviving apprentice of the great wizard Bristleboor. One day, Bristleboor sends Seth on a mission to find an elusive flower that grows in the tunnels under the castle they live in. Aided by an imprisoned imp named Calivore, Seth traverses the tunnels and comes upon monsters to fight and puzzles to solve while learning secrets about himself…and his master. By the end, he and the reader will need to make choices about where and with whom their loyalties lie and what kind of hero they want to become.
In this new adventure series from Nick Eliopulos and featuring art by Ethan M. Aldridge, the reader becomes the character, getting to make their own choices about how the story will unfold. Or do they? Some chapters will present options to choose from while others will ask the reader to roll a six-sided die and let fate decide their path. It’s an interactive reading experience like no other that will allow young readers to tap into a Dungeon & Dragons style of storytelling while giving them an early introduction to pick-your-poison gamebooks and table-top roleplaying.
Nick Eliopulos was born and raised in Jacksonville, Florida, where he grew up on a steady diet of super-hero comics and “non-fiction” books about alien abductions, psychic phenomena, and Sasquatch. He was fortunate to have parents and teachers who encouraged his off-beat reading habits, which ultimately led him to pursue a degree in cultural studies at the University of Florida.
Shortly after graduating, Nick moved to New York to work in publishing. In the course of his thirteen-year career as a children’s book editor, he had the opportunity to write for a number of licensed properties, from Thomas the Tank Engine to DC Super Friends and Scholastic’s New York Times bestselling multiplatform series Spirit Animals. His original comics work has appeared in anthologies Stuck in the Middle and First Kiss (Then Tell).
Nick’s debut novel, The Adventurers Guild, will be published by Hyperion in October 2017. Co-authored with his best friend Zack Loran Clark, the book is heavily inspired by the duo’s collaborative storytelling experiences with tabletop role-playing games; they’ve been in the same weekly gaming group for nearly a decade.
Nick lives in Brooklyn with his husband, a fellow editor, author, and Southern transplant. He’s currently employed as a narrative designer for an indie video game studio. He still reads super-hero comics and harbors an ever-dwindling hope that Sasquatch might be out there.
What worked: This book is a choose-your-own adventure, so readers must be active participants in the story. They’re asked to make decisions that will guide the story in different directions. The author adds a twist to this concept by incorporating elements of interactive board games, such as Dungeons & Dragons. Some decisions are based on the roll of a die, so they bring in degrees of chance. Also, readers assign point values for the main character’s physical ability, cleverness, and social skills. Readers are asked to keep track of Seth’s strengths and weaknesses on a Character Sheet as the story progresses. These values may go up or down as a result of the readers’ decisions and will affect the character’s chances of having a successful quest. This kind of book is meant to be read multiple times, since different choices will create different stories. The basic plot is that Seth must collect a specific flower from the catacombs under a cemetery. Seth encounters a variety of creatures and obstacles as he navigates the ancient tunnels. The wizard traps an imp inside a glass globe and sends it along with Seth on the mission. However, imps are mischievous things, and this one tries to engage Seth in conversation. The imp makes suggestions about what Seth should do, and they will affect his and the readers’ decisions. It sounds like the imp may be trying to help in sticky situations, but there’s always doubt about its trustworthiness. It makes some revelations that will impact the overall quest, but will readers heed its advice? What didn’t work as well: The character and plot development are limited, since segments of the story are skipped based on decisions. Readers are asked to use a six-sided die and Character Sheet, so they’ll need to acquire these items before starting the book. The final verdict: The book’s format may be new to young readers, which should make it appealing to them. Rereading the book will lead to a variety of adventures and outcomes, with different ways to enjoy it. I recommend you try this book for yourself.
I used to have these choose your own adventure books from when I was a kid that were like, in the world of D&D somehow (or the world of... Grey Hawk? that sounds right but also not quite right). You got some starter equipment you rolled for randomly at the beginning, made a few choices to "create a character" and you were off. I guess that was my first exposure to TTRPG stuff, although I didn't know it then (honestly I don't even know where I got those books - if I got my parents to buy them for me at a bookstore of if someone gave them to me). I tried to find them recently and could and then in a weird synchronicity way, this was on the new or recently returned or books we like or something shelf at the library. I played through it once, and while it was more forgiving than the books I remembered as a kid, where I died left, right, and center and resorted to keeping a notebook of my pages so I could "rewind" and choose again (very technically cheating for CYOA but, I don't really care, even my 9-year-old self didn't like the idea of starting ALL over again, apparently, to get the whole story/get to the end) I rather liked that the choices in this book weren't so mixed up. Like, one would be the very next paragraph, and the other, the one after that. If there were 3, they would be the next 3 things on the next couple pages. It made it a lot easier to flip back and forth and not miss anything from the story? But at the same time, I think I only did a "rewind" once. This was just, much more survivable, which is probably good because it's for younger kids than I think my old books were. Overall - great time. Would recommend. Especially if your kid wants to like, get into RPGs due to the renewed popularity of D&D and you can't just run a campaign for a bunch of kids and don't want to trust randos from the gaming store or on the internet or something to do it either.
The Cursed Catacombs is a choose-your-own-adventure story with added elements of DnD - primarily with chosen character traits that influence your success, health and magic points that go up and down, and die rolls that help determine your success or failure.
I read it as a group with family members ranging in age from 7 to 47, and we all had a blast. The pacing was just right - long enough to feel like an adventure but quick enough to keep everyone engaged. The only part that tripped us up was a chessboard puzzle in the middle. It was a super fun addition once we figured it out, but a little confusing to navigate because in that section the book switches from labeling the "chapters" as numbers to labeling them as locations on a chess board - i.e. D8, or A1 - but you have to turn a couple pages past being introduced to the board to see the chapters labeled as locations. So when the book told me to flip to D8 if I wanted to move to D8 on the board, I didn't understand what that meant until I started flipping ahead randomly and saw the labeling style switch. Once we figured it out then it was very clear and the transition back into the numbered chapters was very clear.
I also loved that there’s no real way to fail. If you "died", the story would bring you back to another point in the book and get you going again in a way that made sense to the story.
Overall, it’s a super fun, interactive read that would be a hit with middle graders or even as a group activity.Thank you to the creators and publisher for an advanced reader copy!
A wizard apprentice, Sethoreths has the worst teacher ever. Bristleboor, Seth’s mentor, has manage to get all his apprentices killed except Seth. When Set is given a new task to enter the cursed catacombs to bring back a gravebloom, fate seems against him. With the help of the reader, an imp, and fifth dimensional creature trapped in a glass orb, Seth sets out on his journey. Will he find the gravebloom? Can he prevent himself from getting killed like past apprentices? The characters are memorable, engaging, and entertaining. The plot is full of adventure and gives off a Dungeons and Dragons-esque feel to the book. The world building is well drawn and draws the reader into the book. At the beginning, the readers help determine the chracter’s fate by choosing cleverness, constitution, and charisma skills. This determines how much health, mana, and luck the character has. Due to every girl or female character being dead or defeated prior to Seth setting out, this book will have limited appeal to female readers. Readers who like fantasy, adventure, and Dungeons and Dragons may want to pick this one up. Recommended for general purchase where Dungeons and Dragons, fantasy, and adventure books are popular.
Please Note: A copy of this book was given in exchange for an honest review. All opinions expressed are our own. No other compensation was received.
"Roll for Danger: The Cursed Catacombs" by Nick Eliopulos is an adventure-packed middle-grade fantasy that reads like a campaign straight out of a D&D-style role-playing game—with just enough peril, teamwork, and mystery to keep young readers hooked.
When a group of kids stumbles into a magical world filled with puzzles, cursed creatures, and catacombs with secrets around every turn, they must rely on their wits and each other to survive. Eliopulos does a great job blending humor, heart, and heroic quests into a story that feels both fun and just a little dangerous—in the best way.
Perfect for fans of Dungeon Academy, Minecraft adventures, or Choose-Your-Own-Adventure stories, this book brings classic fantasy tropes to life while making them accessible and exciting for younger readers.
Expect: 🧙♂️ Magical mayhem 🗝️ Puzzles & traps galore 🧩 Clever problem-solving 🧑🤝🧑 Real friendships forged in battle
Definitely one to recommend for reluctant readers or any kid who dreams of rolling for initiative!
This seems like a great new spin joining two classic concepts that often appeal to the same audience--Choose Your Own Adventure and D&D style adventure/combat. I didn't read the entire book, but I read the early pages (including all options) and then skimmed in the middle, followed a path to determine what happens if you "die" (both an age appropriate and D&D play-style appropriate solution), and the conclusion(s). I would highly recommend this to its target audience, although those on the younger side may need assistance from a veteran reader/player to grasp the concepts initially. Readers/adventurers will need a six-sided dice and copies of the character sheet to get started, so if you're gifting this book those items would be good to tuck into the box/bag as well :-)
I look forward to the next book in the series and hope it continues Seth's adventures.
My 13- and 10-year-olds love this book! It’s a great blend of choose-your-own-adventure and RPG, where the reader helps create their character and develop the skills needed to reach the end. You’ll need a six-sided die, and I recommend printing the character sheet from the accompanying website. We preferred the hard copy over the digital version due to formatting. The directions were a bit tricky for my 10-year-old at first, but after walking through the first few pages with him, he caught on quickly. I also love that it incorporates basic math and reasoning throughout the adventure. Great concept. We’d absolutely buy more!
Really fun gamebook. Well written, well illustrated, with interesting choices and dice-rolling mechanics. Pretty linear, but your choices do matter. Most importantly, the author has taken time with the prose and written evocative descriptions, solid dialogue and crafted interesting puzzles and dilemmas. So many gamebooks suffer from a lack of quality in the writing department. This is not one of those. Really strong entry in the gamebook canon. Looking forward to the next one!
The concept of this book is awesome. It’s a choose your own adventure book but also a lit RPG and you use a dice to select how you do along the way like how many points or damage you take. It got real confusing in the middle with a chess game, I had to cheat to get my way through clue you need to get to 101. There were a few other frustrating parts where I had to go backwards and reread some things that I had already read in order to move forward.
My read through of The Cursed Catacombs ended on page 236, so I haven’t looked at the last 40 or so pages (except for a quick flip for the gorgeous illustrations).
I’ve only just put it down & I’m already thinking about picking it back up again and seeing what story my dice tell for Seth next time around.
This is a fun spin on a "choose your own adventure" novel. The reader is invited to roll a 20-sided die to proceed through the book, and to create their own character with strengths and weaknesses, just like a Dungeons and Dragons character sheet. I think there are a lot of young RPGers who will love reading this book!
The concept of this is brilliant. I love the mix between choose your own adventure + DnD.
I did read an ebook version (thank you, NetGalley & Disney), and it was extremely difficult to navigate. I would highly recommend ordering a physical copy.
This could be an amazing book to read to a class or for a family read aloud.
Fun but with the numbers I never lost a roll… it was too overpowered imho. I beat it successfully in one try! I liked the puzzles though! I would have liked a little more of a challenge as adding the dice and the quality meant never really had to roll.
I think this book was so fun and i am so awful at making the character in this story but i think kids would love this and i really think it is great start to reading but adding some gaming to it along the way!! i had such a fun time!!!
I love reading books!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
This entire review has been hidden because of spoilers.
It was a lot of fun going through each bit to see where it goes! Hope there are more of them out sometime, curious to see how a book two would go when multiple endings are available in book one~~
This entire review has been hidden because of spoilers.