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Cover of Dungeon Runners: Ocean Chase
Illustrated · ages 7–9

Dungeon Runners: Ocean Chase

Written by Kieran Larwood · Illustrated by Joe Todd-Stanton

Book 3 of 4 in Dungeon RunnersView the full series

Bestseller list

An underwater dungeon and one team member's serious fear of swimming. Book three is the first in the series where a character's specific weakness drives the plot, the fear deep theme arrives properly, and the team's bond has to absorb it.

  • Best for7–9
  • FormatIllustrated
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The vibe

What it’s like.

Style

  • Conversational
  • Comedic
  • Onomatopoeic

Tone

  • Funny
  • Exciting
  • Adventurous
  • Silly
  • Suspenseful
  • Warm

Themes

On the pagedungeon, ocean dungeon, underwater challenge, swimming fear, monster, treasure, puzzle

Experience meters

Energy5/ 5
Humour4/ 5
Scariness2/ 5
Peril3/ 5
Wonder4/ 5
Cosiness2/ 5
Emotional intensity2/ 5
Conceptual intensity2/ 5

What’s it about?

The story.

Ocean Chase moves the league into water, and crucially, into the dungeon-running fear that one of the trio happens to have. The swimming_fear surface topic (0.8) is unusually specific for a series that's so far drawn its tension from external monsters, and it shifts the engine: this isn't only about beating the dungeon, it's about getting through it without leaving someone behind. The fear deep theme (0.6) is new to the series and the self_acceptance theme reappears more sharply than in Hero Trial, the question of whether you can be useful to your team when you're terrified is now front and centre. Larwood handles this with characteristic lightness; the book isn't suddenly an issue novel about anxiety, but the emotional centre has noticeably moved. Todd-Stanton's underwater illustrations get to play with kelp, currents, and aquatic monster design, and the underwater_challenge format gives the visual storytelling a distinctly different rhythm, bubbles, blurred motion, panel breathing differently. The making_a_difference core child fantasy (replacing being_special_or_chosen from earlier books) reflects a team that now sees themselves as competitors who could actually win, not just qualifiers hoping to survive.

Fit check

Right for your child?

Where it lands by age

  • 1
  • 3
  • 5
  • 7
  • 9
  • 11
  • 13
  • Best fit · 7–9
  • Read aloud · 6–9
  • Independent · 7–10

Prose load

Moderate

Visual support

High

Reluctant-reader friendly

Very

Read-aloud quality

Strong

Works well for

  • Reading aloud
  • Reading together
  • Reluctant readers
Moderate sensitivityWorth a preview

Nothing in the book is likely to concern most parents. Safe to recommend without preview.

Bedtime suitability

3 / 5 · Workable

Sensitive-child

3 / 5 · Mostly fine

Graphic intensity

1 / 5 · None

Best for

  • Reluctant readers
  • Fantasy fans
  • Adventure seekers
  • Dog man fans
  • Series readers

Avoid if

No common reasons to avoid this one — a rare clean sweep on the sensitivity flags.

Particularly good for children who are…

  • Reluctant reader
  • Struggling with reading
  • Low self esteem
  • Nightmares or fears

In the classroom

How it works in school.

A funny, fast-paced gaming-style fantasy series — a great reluctant-reader pick and classroom-library staple.

Classroom role

  • Classroom library

A book children love that happens to support school — never a stand-in for the texts a class is taught with. Reviewed for the classroom · June 2026.

Why it lands

Why they love it.

Why kids love it

The specific weight is the swimming fear — the league moving underwater, one of the trio terrified of water, the question becoming whether the team can carry someone through who's properly scared. The third Dungeon Runners where the obstacle is inside one of them.

  • Adventure and freedom
  • Friendship and belonging
  • Going on a quest
  • Having a secret base
  • Making a difference

Why parents love it

The third Dungeon Runners — fear as the new engine, Todd-Stanton playing with kelp and currents and aquatic monster design, panels breathing differently. The team has matured from qualifiers into competitors who could actually win. Best read after the first two.

  • Shared humour
  • Quick to read
  • Bedtime appropriate
  • Conversation starter

In the series

Dungeon Runners.

4 books · open the series →

About the creators

About the creators.

KL

Kieran Larwood

Writer · United Kingdom

Kieran Larwood is a British author best known for the Podkin One-Ear / The Five Realms middle-grade fantasy series, Watership-Down-meets-Brian-Jacques rabbit-epic adventures set in a richly imagined warren world, and for the Dungeon Runners illustrated chapter-book series. Larwood's voice is warm, well-paced, with strong worldbuilding for the middle-grade fantasy reader who has grown out of Beatrix Potter but isn't yet ready for the heaviness of His Dark Materials. He has also written the Carnegie-shortlisted Freaks and a range of stand-alone middle-grade fiction. A reliable middle-grade fantasy author for ages 9–12.

More from Kieran Larwood
JT

Joe Todd-Stanton

Illustrator · United Kingdom · b. 1988

Joe Todd-Stanton is a British illustrator and graphic novelist born in 1988, best known for Brownstone's Mythical Collection, a series of standalone illustrated chapter-books retelling myths and legends from across cultures through the lens of a fictional family of magical-collector ancestors. Titles include Arthur and the Golden Rope (Norse), Marcy and the Riddle of the Sphinx (Egyptian), Kai and the Monkey King (Chinese), and Leo and the Gorgon's Curse (Greek). Todd-Stanton's style is detailed, painterly and richly atmospheric, closer to classic illustrated children's fiction than contemporary cartoon picture books, which gives the series a giftable, near-classic feel. Strong read-aloud quality for ages 6–10 and an excellent route into mythology.

More from Joe Todd-Stanton

If you liked this

Three ways out of this book.

Where to go next…

Escalation reads — a step up in scale, silliness, or stakes.

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Last reviewed · April 2026Suggest a correctionHow we recommend

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