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by Phil Bechtel
An exciting collection of original stories crafted for a younger audience.
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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 them at once. Thrilling screen-free entertainment for kids ages 6-11 during car rides and bedtime listening.Series: Calla and the Rat City | Episode 4 of 6Advertising Inquiries: https://redcircle.com/brandsPrivacy & Opt-Out: https://redcircle.com/privacy
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, sitting perfectly still and watching. Not scared. Not hurt. Calm. Perfect for kids ages 6-11 during car rides and bedtime listening.Series: Calla and the Rat City | Episode 3 of 6Advertising Inquiries: https://redcircle.com/brandsPrivacy & Opt-Out: https://redcircle.com/privacy
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 started with. Great screen-free entertainment for kids ages 6-11 during car rides and bedtime listening.Series: Calla and the Rat City | Episode 2 of 6Advertising Inquiries: https://redcircle.com/brandsPrivacy & Opt-Out: https://redcircle.com/privacy
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 for kids ages 6-11 during car rides and bedtime listening.Series: Calla and the Rat City | Episode 1 of 6Advertising Inquiries: https://redcircle.com/brandsPrivacy & Opt-Out: https://redcircle.com/privacy
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 settle this himself. The action-packed finale of The Drill House series, a funny and thrilling sci-fi audio adventure for kids ages 6-11, perfect for car rides and screen-free entertainment.Series: The Drill House | Episode 5 of 5Advertising Inquiries: https://redcircle.com/brandsPrivacy & Opt-Out: https://redcircle.com/privacy
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 the volcano responds is a different problem entirely. The biggest, most action-packed episode yet — a fantasy audio adventure for kids ages 6-11, perfect for car rides.Series: The Drill House | Episode 4 of 5Advertising Inquiries: https://redcircle.com/brandsPrivacy & Opt-Out: https://redcircle.com/privacy
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, perfect for car rides and screen-free entertainment.Series: The Drill House | Episode 3 of 5Advertising Inquiries: https://redcircle.com/brandsPrivacy & Opt-Out: https://redcircle.com/privacy
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 did not plan for. A funny underground audio adventure for kids ages 6-11, perfect for bedtime and screen-free entertainment.Series: The Drill House | Episode 2 of 5Advertising Inquiries: https://redcircle.com/brandsPrivacy & Opt-Out: https://redcircle.com/privacy
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An exciting collection of original stories crafted for a younger audience.
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