Tag Archive: Endless Quest


  

Review by C.J. Bunce

Ten Speed Press has partnered with Wizards of the Coast to begin a new series of adventurer books to get young readers involved with storytelling, fantasy worlds, and role playing games.  The Dungeons & Dragons Young Adventurer’s Guide books have everything you need to create your own characters and stories, perfect for kids who aren’t advanced enough in their reading yet or readers not familiar with what D&D fantasy games have to offer.  Each lavishly illustrated guide is a primer on the key segments of gameplay or telling any kind of fictional story with friends.  About half the dimensions of the traditional D&D books and nearly as thick, these deluxe hardcover editions will fit right along with your 5th Edition books on the shelf should you decide to continue with D&D.

You can start off with Warriors & Weapons, where you’ll learn how to create your own hero and band of adventurers.  Begin with one of the fantasy races: robust dwarf, graceful elf, industrious gnome, charismatic half-elf, menacing half-orc, nimble halfling, powerful dragonborn, furtive beaked kenku, agile feline tabaxi, proud tiefling, reptilian tortle–or human.  Then learn about the classes: barbarian, fighter, monk, paladin, ranger, or rogue.  Finally, you’ll assemble your outfit, armor, weaponry, and pack of gear that will help you as you head out into the unknown.  Along the way, the authors (Jim Zub, with Stacy King and Andrew Wheeler) describe what you’re doing, how to do it, and why it fits into the story, all spelled out so nearly any level of reader can understand.  And you’ll meet classic D&D characters for each of the races and learn what makes them tick.

Fans of the D&D Endless Quest books introduced last year (and reviewed here at borg) will find these new books a few steps more advanced.  With each volume of the Dungeons & Dragons Young Adventurer’s Guide you’ll be asked to consider for your story key worldbuilding elements:  Who? What? Where? How? When? and Why?  The adventure continues in the second volume, Monsters & CreaturesWhat dangers will your party of heroes face?  One-eyed beholder, vampire, owlbear, or sprite?  Frost giant, banshee, or dragon?  If you’re introducing someone to gaming with these books, think of this volume as a miniature edition of the Monster Manual or Volo’s Guide to Monsters.

Below, take a look at previews of each of the first two volumes in the Adventurer’s Guide series, and a first look at the next volume, Dungeons & Tombs, courtesy of Ten Speed Press:

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By Art Schmidt

Once upon a time, there was a book called The Cave of Time, which was the first Choose Your Own Adventure book written by Edward Packer in 1979.  In this book, the idea of a fictional story and a fast-paced action adventure game were married into an experience which placed the actions of the story, and therefore the outcome, into the reader’s hands.  Every couple of pages would present the reader with a situation and then a choice: if you turn right, go to Page 29, if you turn left, go to Page 32.  Once you turned to that page, the story continued based upon your choice.  The Cave of Time was the first of its kind, and quickly led to nearly two hundred books of its type being published by Bantam Books for almost twenty years.  Subsequently additional books (and reprints) have been issued and continue to come out every few years, including The Magic of the Unicorn published just last year.

The folks who created the original Dungeons and Dragons product back in the 1970s, TSR Hobbies, Inc., quickly saw the potential of this creative type of book, and published their own choose-your-own-adventure books under the heading Endless Quest books starting in 1982.  Dungeon of Dread was a much longer and detailed novel than the original Choose Your Own Adventure books, twice as many pages and a more detailed story and background for the protagonist whose persona the reader undertook.  The books were popular, and TSR published three dozen over a five-year period.  The Endless Quest books were republished years later, and some more titles added, but with the surge of video games and other cheap, immersive entertainment, the books lost their charm for the fantasy gaming public and went out of print.  Other books were added in the 1990s but were largely out of print until this year.

   

Wizards of the Coast (who purchased the Dungeons and Dragons gaming brand in the 1990s) has revived the Endless Quest line of books and has licensed Candlewick Press to publish four new books based in the world of the Forgotten Realms, available today.  All four are written by Matt Forbeck, an award-winning and New York Times-bestselling author and game designer, whose credits include the Rogue One junior novel, the Magic: The Gathering comics, and Captain America: The Ultimate Guide to the First Avenger.  Unlike the previous books of the 1980s and 1990s, these books are each based on one of the four core character classes from the Dungeons and Dragons game: cleric, fighter, rogue and wizard.  Written in the second person, the novels focus on characters who are nameless but of specific race and gender.

In Escape the Underdark the reader plays a human fighter, and the story follows the Out of the Abyss hardcover adventure from the Rage of Demons storyline from the Dungeons and Dragons season three. The main character begins the story unarmed and enslaved by the evil drow elves of the dreaded underdark, the vast underground world which exists just below the surface of the Forgotten Realms world.  As the publisher describes the novel: “You awaken in an underground cell, stripped of your armor and your sword.  Your fellow prisoners inform you that you’re trapped in the Underdark, soon to be taken to the great drow city of Menzoberranzan and sold off as a slave.  But word is that demons are stirring in the underworld’s depth…”
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