Peko Pal

The Adventure Begins

Peko Portal Adventures, book 1

The Adventure Begins artwork

Brandt and Carter go looking for headlamps for their blanket fort and come back with two of Dad's prototype Peko Pals. By afternoon a mysterious app called Peko Portal has appeared, and it opens a shimmering door to Harmony Gardens, a meadow where even the grass makes music.

Ages
4–8
Length
36 min, 6 chapters
Feel
Gentle
Wi-Fi to play
Not needed

Why parents pick it

Two brothers, a homemade blanket fort and a pair of prototype gadgets from Dad's workshop. The magic arrives slowly, through clues a child can follow: a gadget that feels warm, lights that start to circle, a hum that only happens when the two Pals are close. When the strangest thing of all happens, the boys keep their promise to Dad and tell him everything.

Good fit if your child…

  • loves building forts and making up names for them
  • likes stories where everyday things turn out to be magic
  • enjoys sounds and music, and will want to say plink and plonk along with the grass

Listen to a preview

The first 45 seconds of Chapter 1.

From Chapter 1

On Saturday morning, Brandt woke up with a plan. It was written in his notebook in blue pen, across two whole pages, and at the top it said: FORT PLAN NUMBER THREE. THE GOOD ONE.

Plans number one and two had both fallen down.

"Okay," said Brandt, standing on his bed with the notebook in one hand. "The big blue blanket goes from my bed to your bed. That's the roof."

Carter was already holding the big blue blanket. He was six, two years younger than Brandt, and he had been awake for a whole hour, waiting for his brother to open his eyes. "Ready," he said. "Ready, ready, ready."

They threw the blanket up high. It floated down over the gap between their beds like a giant, soft parachute. Carter tucked his end under his mattress. Brandt tucked his end under his. In the middle, the blanket sagged.

The opening of the book, as it is told on the Pal.

What happens

On a Saturday morning, brothers Brandt and Carter build Fort Marshmallow out of blankets, a broom and the couch cushions, then head to Dad's workshop for headlamps. Dad hands them two prototype Peko Pals instead, with one rule: if anything acts strange, bring it straight to him. The boys test every app, keep a bug list, and notice the lights starting to circle gold. Then a new app appears that nobody put there.

Listeners step through a shimmering door into Harmony Gardens, where the grass plays notes under your feet and a patch of gray flowers is waiting for someone to sing. It's a warm, funny first adventure about two brothers who solve problems in different ways, and about telling a grown-up when something amazing happens.

For the grown-up

What they get from it. Children see two brothers solve problems in different ways, one by testing and writing things down, one by noticing and feeling, and see that both matter. They also hear that everyone's contribution counts, even the kid who thinks he can't sing.

Before you play it. It stays gentle. The boys step through the door without asking first, to bring back the family cat, and there is one worried moment when the door flickers. They stay where they can see the way home, come back when their Pals say it's time, and tell Mom and Dad straight away. Dad's new rule: next time, everyone goes together.

Ask your child afterwards:

  • If you built a fort, what would you name it?
  • Brandt tapped a rhythm because he didn't want to sing. What sound would you add to the Quiet Patch?
  • Why do you think the boys ran straight to Dad when they got back?

Chapters

  1. Fort MarshmallowFort Plan Number Three, a sock nobody owns, and a cat who won't leave one exact spot.
  2. Dad's WorkshopThe headlamps are dead, so Dad opens a drawer and asks the boys for a promise.
  3. Bug Number OneThe boys test every app and record the cat purring. Then the lights turn gold.
  4. Peko PortalTwo Pals hum until their notes become one, and a voice that sounds like it's smiling says a new name.
  5. Harmony GardensThe grass plinks under their sneakers, and one patch of flowers has forgotten its song.
  6. The Strangest Thing EverThe boys keep their deal with Dad, and Dad finds something on his laptop he didn't write.

Themes

Adventure, Family, Teamwork, Kindness, Music, Creativity.

Common questions

What age is The Adventure Begins for?
It is written for ages 4–8.
How long is The Adventure Begins?
6 chapters, about 36 min in all.
Is The Adventure Begins scary?
It stays gentle. The boys step through the door without asking first, to bring back the family cat, and there is one worried moment when the door flickers. They stay where they can see the way home, come back when their Pals say it's time, and tell Mom and Dad straight away. Dad's new rule: next time, everyone goes together.
Does it need Wi-Fi?
No. Once it is on the Pal, it plays without Wi-Fi.

Playing it on the Pal

Press the button to play or pause. Tap left or right to skip back or ahead 15 seconds, double-tap for the previous or next chapter, or triple-tap left to start the book over. Up and down switch to another book. It picks up where you left off.