Adventure Guild Books in Order
Part ofErnest Dempsey Books in OrderThis page shows the Adventure Guild series by Ernest Dempsey in order, with kid friendly summaries, series background, and where young readers might want to begin.
Last updated: December 22, 2025
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Publication Order
4 books
The Carolina Caper
by Ernest Dempsey
2019
A new mystery pulls the Adventure Guild back to the States, where a seemingly ordinary coastal town hides a historic secret. Desmond and his friends juggle school, family, and a fresh set of villains as they chase clues across beaches and barrier islands.
The Caesar Secret: Part 3
by Ernest Dempsey
2018
The final part of the Caesar Secret arc forces the Adventure Guild to risk everything on a daring plan to reach the last cache on Caesar's map. With enemies closing in and friendships tested, they have to decide what really matters more, treasure or trust.
The Caesar Secret: Part 2
by Ernest Dempsey
2018
In the second instalment of the Caesar Secret adventure, Desmond, Corin, and Diego push deeper into Rome's hidden places, chasing new clues left by Julius Caesar. Their search draws the attention of criminals who now see the kids as a serious threat.
The Caesar Secret
by Ernest Dempsey
2018
On a family trip to Rome, Desmond and his friends Corin and Diego stumble on a hidden map linked to Julius Caesar himself. What starts as a game turns into a dangerous treasure hunt through ruins and backstreets, with villains closing in on the same prize.
Series background & context
The Adventure Guild books aim squarely at younger readers who love the idea of stumbling into a real life treasure hunt.
The series follows Desmond and his friends Corin and Diego, three kids who would rather explore ruins and museums than sit through another lecture in a tour bus. During what is supposed to be an ordinary family trip to Rome, they duck away from the grown ups and discover a hidden map tucked where it was never meant to be found.
The map hints at a secret left behind by Julius Caesar himself. Suddenly those dusty statues and stones around them are not just old, they are clues. As the trio decodes symbols and follows hidden passages, they discover that they are not the only ones chasing the prize. Shady adults with their own agendas are willing to threaten or hurt anyone who gets between them and the treasure.
Over the course of the books, the Adventure Guild travels beyond Rome into other historic cities, each time juggling regular kid problems with very irregular stakes. They have to earn the trust of sceptical parents, avoid teachers, and keep up with school while also outrunning criminals and solving puzzles set by people who lived thousands of years ago.
Dempsey writes these stories with the same sense of momentum he uses in his adult thrillers, but with less violence and a brighter tone. The focus stays on friendship, courage, and the simple thrill of following a trail no one else believes is real.
For middle grade readers, or for adults looking for lighter archaeological adventures to share with kids, the Adventure Guild series offers a fun on ramp into Ernest Dempsey's world.
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