Episodes
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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 any cat ... and says the witch's own true name. Gripping screen-free entertainment for kids ages 6-11 during car rides and bedtime listening.
Series: Calla and the Rat City | Episode 5 of 6
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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 6
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Missing episodes?
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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 6
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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 6
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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 6
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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 5
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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 5
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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 5
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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 5
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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 funny, action-packed audio story for kids ages 6-11, perfect for car rides and screen-free entertainment.
Series: The Drill House | Episode 1 of 5
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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 declines. He's heard it five times. This satisfying arc finale for kids ages 6-11 is perfect for car rides and bedtime.
Series: The Knight & The Doom Labyrinth | Episode 6 of 6
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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 6-11, perfect for car rides and bedtime.
Series: The Knight & The Doom Labyrinth | Episode 5 of 6
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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 ages 6-11 is perfect for car rides and bedtime.
Series: The Knight & The Doom Labyrinth | Episode 4 of 6
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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.
Series: The Knight & The Doom Labyrinth | Episode 3 of 6
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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. Perfect for car rides and bedtime.
Series: The Knight & The Doom Labyrinth | Episode 2 of 6
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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 Knight & The Doom Labyrinth | Episode 1 of 6
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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 into a gloop-snail, finally curing his cursed farting problem forever.
This action-packed fantasy finale for kids ages 6-11 features dragon battles, magical transformations, and an unexpected happy ending. Perfect for screen-free entertainment during car rides and bedtime.
Series: Gloops Fighting Gloops | Episode 6 of 6
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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.
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 5
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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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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 Fighting Gloops | Episode 3 of 5
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