Kid Stories
An exciting collection of original stories crafted for a younger audience.
Jameson the Duck Part 5 - The Dicesmith
A spooky-but-gentle audio adventure story for kids: deep inside a mountain, Jameson the duck bargains with the mysterious Dicesmith for a magic die that can bend luck, offering the only payment the goat-like craftsman ever accepts, a soul. Along the way Jameson battles small toothy monsters in the dark and discovers a surprising secret about himself that saves him from the deal's terrible price. A clever twist-ending story about courage and cleverness, well suited to big kids ages 7–11 who enjoy a little tension with their magic.
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Jameson the Duck Part 4 - Three Rivers
A funny, fast-moving audio adventure story for kids: Jameson the duck wanders the shops of a bustling trading city looking for something to help him survive a dangerous dungeon, and stumbles from an oversized sword he can't lift to a very embarrassing fart potion. After a bungled robbery attempt in a shady alley, he hears whispers of a mysterious dice-maker who can bend luck itself ... for a strange and terrible price. A blend of humor and mounting danger that's perfect for big kids ages 7–11 who like their adventure stories with a laugh built in.
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Jameson the Duck Part 3 - Giant Berries
An audio adventure story for kids about a brave little duck who sneaks into a giant's house to steal magic berries that make you grow to enormous size. Jameson needs the berries to survive the dangerous Labyrinth of Doom, but first he has to outsmart, and outgrow, a giant who stole the only berry bush in the world from a helpless town.
A story about courage, cleverness, and standing up to bullies twice your size, great as a bedtime story or car-ride listen for big kids ages 7–11.
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Jameson the Duck Part 2 - The Sword of Ducks
A fantasy quest story for kids: to stand a chance against the dragon that stole what he loves most, Jameson the duck must challenge the enormous King of Ducks, and his army of ghostly warriors, for the legendary Sword of Ducks. Instead of fighting to win a crown, Jameson fights simply to get back what matters to him, and the ghosts themselves recognize the difference. A tale about heart winning out over strength, with a magic sword, ghost ducks, and a reluctant new little king. Perfect for big kids ages 7–11 who enjoy legends and underdog heroes.
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Jameson the Duck Part 1 - The Sweet Little Diamond Baby
An action-packed audio adventure story for kids: when a flying, paper-thin dragon attacks a traveling wagon and swallows Jameson the duck's most treasured possession, a tiny diamond figurine he loves like family, the gentle little duck sets off on a quest to get it back. He knows the dragon carries its stolen treasure home to a fortress called the Labyrinth of Doom, and realizes he'll need real courage, and a sword, to survive it. A story about loyalty and unexpected bravery, great for big kids ages 7–11 who love dragons, quests, and a hero who's smaller than he looks.
Wolfsblood Part 6 - The Last Night
The epic finale of the Wolfsblood series: Walker the werewolf and Eraxis the wizard sneak into the bandit camp for one last battle ... and discover the real enemy isn't the leader at all, but the magic staff controlling him.
With the whole town racing to help, everything comes down to whether Walker can do the one thing magic can't.
A rousing fantasy adventure audio story about friendship, bravery, and good winning out, and a satisfying end (with a hint of what's next) for big kids ages 8–11.
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Wolfsblood Part 5 - The Wizard of Pondfair
A wizard story for kids joins the werewolf adventure: a mysterious traveler named Eraxis arrives in Walker's village with a deal: he'll help defeat the bandits for good, if Walker will help him recover a stolen spellbook from monsters deep in the mountains. As the bandits mass at the edge of town to show their strength, the whole village must decide whether to stand and fight together. A fantasy audio story about teamwork, community, and courage, ideal for big kids ages 8–11.
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Wolfsblood Part 4 - The Big Camp
The biggest battle yet in this fantasy adventure story for kids: every bandit in the forest has gathered into one enormous camp, guarded by a frightening red-eyed leader with a fire-throwing staff. Walker charges in as the werewolf and quickly learns that bravery alone may not be enough against those numbers. A thrilling, spooky-but-gentle audio story about facing your biggest fear, the loyalty of a best friend, and a secret that finally comes out in front of the whole town. Perfect as a read-aloud adventure for big kids ages 8–11.
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Wolfsblood Part 3 - The Werewolf of Pondfair Forest
A nighttime werewolf adventure for kids: Walker sneaks into the forest as the wolf and starts taking apart the bandit camps one by one, while the whole village whispers about the mysterious creature protecting their roads. With a hand-drawn map from his friend Roomer and only a few hours of wolf-power at a time, he learns just how far his courage, and his luck, will stretch. This fantasy audio story mixes action, secrets, and heart for big kids ages 8–11 who love a hero adventure.
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Wolfsblood Part 2 - Roomer Knows
In this werewolf adventure story for kids, Walker wakes up human again with no shirt, no memory, and one giant secret — and only his talkative best friend Roomer knows what really happened in the forest. Together they dig through a library book to understand the Wolfsblood berries, and Walker makes a bold decision: use his new power to drive the bandits out of the woods for good. A fantasy audio story about friendship, keeping a big secret, and doing something brave, great as a bedtime story or car-ride listen for big kids ages 8–11.
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Wolfsblood Part 1 - The Berries
A werewolf story for kids who love magic, monsters, and mystery: when a boy named Walker eats a handful of wild berries in the forest, he learns too late that they're Wolfsblood — a rare plant that wakes up a werewolf secret buried in his family for generations. Suddenly furry, clawed, and enormous, he has to survive a run-in with the bandits who rule the woods around his village. The first chapter of the Wolfsblood series, this is a fantasy adventure and read-aloud audio story about transformation and courage, perfect for big kids ages 8–11.
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Calla and the Rat City Part 6 - The Thing Inside the Cat
The Umbris, an ancient demon that can only exist inside a cat, has fully possessed Sable. Now the fight is on. When Sable moves she grows: a swipe of her paw becomes a lion's paw, a leap sends her panther-sized crashing through the chamber, the demon bursting through and snapping back like something barely contained. Calla fights with her light rod. The witch fights with her glowing cane and something from deep in her bag. The rats hold off dozens of ghost ferrets. The series finale of Calla and the Rat City brings the biggest battle, the most surprising...
Calla and the Rat City Part 5 - The Old Tunnels
The group reaches the ancient chamber at the bottom of the old tunnels. The ghost ferrets are everywhere, but they aren't attacking. Something is keeping them back, and it isn't fear. Deep in the chamber they find Sable. The cat sits perfectly still with pitch black eyes where green ones used to be. When Calla raises her lamp, Sable's shadow on the wall is not a cat's shadow. It is enormous. Horned. Spreading its arms wide across the stone like it owns everything. And then Sable opens her mouth and speaks ... in a voice that has never belonged to...
Calla and the Rat City - Part 4
Calla returns to the witch with difficult news: Sable is alive, but something is very wrong with her. The witch heals Calla's wounds — which had been turning black at the edges in a dangerous way — and then starts packing her bag. The witch is coming down into the tunnels herself. She also hands Calla a light rod: a dark wooden stick with a crystal tip that produces a blinding flash and stops shadow creatures cold. At midnight the full group gathers and descends. Whatever has been directing the ghost ferrets and keeping Sable underground is about to meet all of t...
Calla and the Rat City Part 3 - The Deep Tunnels
Calla and a small team of rats venture into the ancient tunnels beneath Rat City to find the witch's missing cat. The ghost ferrets are waiting for them. The creatures attack from every direction at once, silent, fast, impossible to track in the dark. Calla fights back with a pocket knife and a lamp and it is not nearly enough. She gets badly scratched before the rats pull her out, the wounds turning black at the edges in a way that is not good. But just before she escapes, she spots something deep in the tunnel: Sable the cat...
Calla and the Rat City Part 2 - The Witch
Calla has a plan to steal the bell back from the witch. It is not a great plan. She sneaks into the witch's shack in Ashwood Forest, finds the bell on a shelf — and gets caught immediately. The witch is not angry exactly, but she is not the forgiving type either. Calla plays the one card she has: she knows where the witch's missing cat has been disappearing to. The witch goes very still. A deal is struck — find Sable the cat and bring her back, and the bell is yours. Now Calla has a much bigger problem than she...
Calla and the Rat City - Part 1 - The Girl Who Listens
Twelve-year-old Calla has been keeping a strange secret for two years, she can understand rats. When a very formal rat in a tiny buttoned coat arrives at her dock one evening with six others, Calla is taken underground to discover an entire hidden civilization beneath the hill at the edge of her town. Rat City is real, ancient, and in serious trouble. Ghost ferrets attack every night, and the one thing that kept them away, a powerful bell, was stolen and sold to a witch in the nearby forest. Calla agrees to help get it back. Perfect screen-free entertainment...
The Drill House Part 5 - Monster Drill Versus the Gloop Bot Army
The Power Diamond transforms the Drill House into something enormous, and General Splat-9's army is about to find out what that means. Avery and Quinn burst out of the ground in the middle of occupied Valleytown with a diamond-powered machine, a triceratops, and a pocket panda — and the battle for the valley begins. The Monster Drill pushes gloop bots toward the Academy, where a werewolf headmaster and a purple dragon professor are already fighting. The Clown Dojo hits from the south. The valley's fighters converge from every direction. And General Splat-9 — a massive, six-armed robotic gloop monstrosity — decides to set...
The Drill House Part 4 - The Volcano at the Bottom of Everything
At the bottom of the cave system, three ancient lava beasts guard the Power Diamond — and they are not interested in negotiating. Avery and Quinn reach the volcanic chamber and find the diamond sitting on a rock column above rivers of active lava, protected by armored creatures that have been guarding it for centuries. Avery's sword works on ice mode. Fire mode does not work at all. Quinn's force blasts help, a triceratops they rescued along the way helps more, and Biscuit the pocket panda contributes exactly one sneeze at exactly the right moment. Getting the diamond out before th...
The Drill House Part 3 - The Price of Passage
A row of gem-covered cave trolls is blocking the only path forward — and they want something shiny before they'll move. Avery and Quinn reach the Troll Crossing, where the enormous, gemstone-hoarding Grumstone and his crew demand payment for passage. The boys have tools, weapons, a pocket panda, and one thing Quinn really doesn't want to give up. Past the trolls, a strange sound echoes from the direction of the lava fields — something big, something with horns, and something that has apparently been stuck down there for days. A funny and surprising underground fantasy audio story for kids ages 6-11, perf...
The Drill House Part 2 - Mushroom Beasts
A broken drill horn, a cavern full of enormous mushroom monsters, and one very small panda who might just save the day. Deep underground, the Drill House takes damage and forces Avery and Quinn to stop for repairs in the dark. While Quinn welds the machine back together on the roof, Avery wanders too far into the tunnels — and finds something tiny, black and white, and extremely alarmed wedged in a crack in the cave wall. Getting back to the Drill House with a pocket panda and seven large mushroom beasts between him and safety is a problem he di...
The Drill House Part 1 - The Day the Gloops Learned to Robot
Two brothers unveil their greatest invention the same morning an army of robot gloops drops from hot air balloons onto Valleytown. Avery and Quinn have spent six months building the Drill House in a Power-Up garage — part home, part tank, part aircraft, with triceratops-style horns that can bore through solid rock. When gloop bots with reinforced metal plating pour into the valley and conventional weapons prove useless, their headmaster delivers grim news: the only thing powerful enough to stop the invasion is the Power Diamond, buried deep underground. Two brothers, one wild machine, and a very long way down. A...
The Knight Part 6 - The Map to The Dragon Shield
Back in Treadway, the knight delivers the memory jar to Old Prentiss and watches the old merchant breathe in the pale smoke of the Doom Labyrinth — seeing it all for himself. Old Prentiss holds up his end of the deal: the Dragon Scale Shield is real, and it's marked on a very old map — deep in an abandoned fortress in the Farlands, far past roads and towns and everything familiar. The knight rolls up the map, pockets it, and heads east. Leeko falls into step beside him and immediately offers to retell the whole Doom Labyrinth story. The knight decl...
The Knight Part 5 - The Memory Merchant
The knight and Leeko tumble out of the teleportation potion into the cheerful, sunlit village of Home — battered but alive. The mission is clear: find the Memory Merchant at the edge of the forest, get the Doom Labyrinth extracted from the knight's memory, and trade it to Old Prentiss. It should be the easy part. But when Leeko realizes the extraction means the knight will forget everything — the crushrooms, the flooding room, Marma, and how they first met — the moment that follows might be the best in the series. A funny and surprisingly touching fantasy audio story for kids ages 6...
The Knight Part 4 - Marma
In the deepest chamber they've found yet, the knight and Leeko come face-to-face with Marma — a tall masked warrior with twin daggers, a metal hand, and moves faster than anything the knight has ever fought. She's attempted to reach the mysterious door at the center of this room fourteen times, and she's not sharing it with a knight and a small wet gremlin. The fight that follows is the hardest of the knight's life — and when Marma's metal hand begins to glow and spark with something very alarming, he makes a split-second decision. This intense fantasy audio story for kids...
The Knight Part 3 - The Room That Wanted Them Dead
Deep in the Doom Labyrinth, the knight and Leeko walk into a room with no exit — and then the door behind them seals shut. Then water begins pouring through the walls. Fast. The knight's plan is to hit the stone door with his lightning mace until it opens. This plan does not work. Leeko jams on his little reading glasses, squints at a riddle carved near the ceiling, and figures out which of five levers will drain the room before they both drown. This puzzle-packed fantasy audio story for kids ages 6-11 is perfect for bedtime and car rides.
...The Knight Part 2 - Mushrooms Aren't Supposed to Bite
Armed with a brand-new lightning mace and a teleportation potion just in case, the knight steps through the entrance of the Doom Labyrinth — and straight into a room packed wall-to-wall with crushrooms. They look like regular mushrooms. They are not. They have teeth, and they leap, and they are extremely unhappy about being stepped on. The knight's mace gets a serious workout. Then, from a chandelier up above, a small gremlin named Leeko drops down and announces that they are now a team. This action-packed fantasy audio story for kids ages 6-11 mixes big battle energy with genuine comedy. Pe...
The Knight Part 1 - The Deal
A wandering knight haunted by dragon nightmares makes a desperate deal with Old Prentiss, a mysterious information broker tucked in a shadowy back alley: survive the Doom Labyrinth and bring back the memory of it — in exchange for the location of the legendary Dragon Scale Shield. The knight knows the stories. Almost no one who enters the Labyrinth comes back out. But the dragon won't stop haunting him until it's dead, and the shield is his only shot. This atmospheric fantasy audio story for kids ages 6-11 is perfect for car rides and bedtime listening.
Series: The Kn...
Gloops Fighting Gloops Part 6: The Dragons Ultimatum
Eugene the Gray Dragon arrives at the castle and offers Archer a deal: return to the desert peacefully or face dragon fire. When Archer refuses and uses the transformation scepter to become a gloop-dragon, an epic aerial battle erupts above the castle. Eugene realizes the quickest way to end this fight is to destroy what the gloops care about most—their magical artifacts. He threatens to melt everything unless they agree to share the island peacefully. Archer and Leon strike a deal: two castles, split artifacts, and everyone gets what they want. As a final gift, Archer transforms Leon in...
Gloops Fighting Gloops Part 5: Leon Tells on Archer
After losing his castle to Archer's Desert Gloop army, King Leon Fartsalot makes a desperate journey across the ocean to seek help from legendary heroes. He travels to The Valley where ninjas, wizards, and a grumpy gray dragon protect the land from evil. When Leon tells them about Archer's magical artifacts and plans for world domination, the heroes play "not it" to decide who has to deal with the gloop problem. Eugene the Gray Dragon loses and reluctantly agrees to help - though he makes it clear he'd rather destroy all the gloops than negotiate with them.
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Gloops Fighting Gloops Part 4: King Leon is a Tattle Tale
After losing his castle to Archer's Desert Gloop army, King Leon Fartsalot makes a desperate journey across the ocean to seek help from legendary heroes.
This humorous adventure for kids ages 6-11 features ninjas, dragon magic, and an unlikely alliance between a farting gloop king and a legendary dragon. Perfect for screen-free entertainment during car rides and bedtime.
Series: Gloops Fighting Gloops | Episode 4 of 6
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Gloops Fighting Gloops Part 3: The Scepters Power
Archer leads his Desert Gloop army in a three-pronged assault on King Leon's castle to rescue Lucy the falcon. The battle erupts with gloops attacking the main gate, scaling the east wall, and infiltrating through the servant's entrance.
Archer fights his way to Leon's tower bedroom and discovers a silver scepter with a red crystal - an artifact that can merge gloops with other creatures.
This action-packed fantasy for kids ages 6-11 features epic battles, magical transformations, and a clever escape plan. Perfect for screen-free entertainment during bedtime and car rides.
Series: Gloops...
Gloops Fighting Gloops Part 2: The Falcon of the Desert
Desert Gloop leader Archer meets Lucy, a peregrine falcon who fled to the desert mountains to escape King Leon's terrible fart smell. When Lucy offers to spy on the castle from above in exchange for a fart-free tower someday, an unlikely friendship is born. For six months, Lucy scouts the castle while Archer leads precision raids against Leon's guards. But when Leon realizes a falcon is feeding intelligence to his enemies, he builds a catapult designed to launch gloops into the air.
This thrilling adventure for kids ages 6-11 features aerial espionage, strategic battles, and a rescue...
Gloops Fighting Gloops Part 1: The Origin of the Farting King
When a rebel gloop named Archer attempts to steal magical artifacts from King Leon's castle, everything goes wrong. The castle guards catch him mid-heist, and Archer barely escapes with a mysterious wooden crown. Now banished to the deadly desert where gloops normally dry out and die, Archer discovers the crown's magic has transformed him and his followers into something new.
This action-packed fantasy for kids ages 6-11 features magical artifacts, daring heists, and a cursed king who can't stop farting. Perfect for screen-free entertainment during car rides and bedtime.
Series: Gloops Fighting Gloops | Episode 1 of 5<...
Skeleton and Cat Part 6 - The Soothsayer
Skeleton's quest for life reaches a dark crossroads when a creepy sorcerer offers him exactly what he wants - but at a terrible price someone else must pay. In this thoughtful fantasy adventure for kids ages 6-11, the magical compass leads our heroes up ominous Whisper Hill to meet the Soothsayer, a black-robed figure with antlers, blackened teeth, and eyes like empty voids.
Perfect for car rides and screen-free entertainment, this action-packed kids fantasy podcast delivers creepy atmospheres, genuine moral choices, and emotional character growth that kids ages 6-11 will remember.
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Skeleton and Cat Part 5 - The Tortoise Shell House
Skeleton and Cat follow their magical compass through rain-soaked forests, encounter a merchant selling bottled memories, and discover a man cursed to wake up in a giant tortoise shell every morning. In this imaginative fantasy podcast for kids ages 6-11, our heroes meet a mysterious traveling merchant who offers to bottle and sell experiences—everything from first snowfall to the taste of warm apple pie. When Skeleton considers trading his memory of meeting Cat for a chance at remembering who he was, Cat helps him realize some memories are too valuable to lose. Seeking shelter from a thunderstorm, they st...
Skeleton and Cat Part 4: Cat Gets Hungry
A starving cat and a friendly skeleton brave a dangerous dungeon filled with attacking skeletons—and rescue a desperate adventurer surviving on gremlin meat. In this darkly humorous fantasy adventure for kids ages 6-11, Skeleton and Cat need money for food and supplies, so the mysterious librarian sends them back underground to salvage old chairs. Deep in the dungeon's shadowy halls, they discover Homan the Adventurer, who's been trapped for weeks eating nothing but gremlins and slowly losing his mind. After fighting off hostile skeletons with rusty swords and leading Homan back to daylight, our unlikely duo finally earns en...
A New World Announcement
A New World - Help Us Build It!
Hey friends!
I recently held a virtual meeting where listeners and I started building a brand NEW WORLD for future podcast stories. This world will be completely different from The Valley or any other place I've created before. And YOU get to help design it!
At our first meeting, we came up with some amazing ideas.
This time we're focusing on LOCATIONS: cities, towns, forests, mountains, caves, abandoned castles, or any special place you can imagine. Think about what makes your location unique...
Skeleton and Cat Part 3: Books From a Dungeon
Skeleton and Cat battle hostile skeletons in a monster-filled dungeon in this thrilling kids fantasy adventure for ages 6-11. Armed with only his rusty sword, Skeleton must fight through undead guards and navigate ancient corridors to retrieve hundreds of dusty books for the mysterious librarian who promised a powerful reward. With Cat too small to carry heavy loads but clever enough to find old curtains for dragging books, the two make an unlikely team. Each book brings them closer to the magical compass that points to life-giving magic. The one thing that might restore Skeleton to the living world.<...
Skeleton and Cat Part 2
Skeleton and Cat meet a mysterious librarian who offers them a magic compass in this fantasy adventure for kids ages 6-11. In a village where no one blinks at walking skeletons, our heroes encounter a strange woman whose shadow reads books while she sits perfectly still. She wants them to retrieve books from a dangerous dungeon filled with hostile skeletons and goblins. The reward? A black compass that points to the nearest life-giving thing—which might be Skeleton's only chance to become alive again. But first they'll need to face whatever lurks in those ancient underground chambers.
Pe...