III. Adventure guides

Experience, designed as story.

It started at home. My son Hudson is six, and for him I made an explorer's passport — one hundred vehicles to ride before he turns eighteen — and a season of Saturday quests, each with its own mission. Somewhere between the ferry tickets and the field logs, I understood what I was actually designing: not activities, but story. Days a child steps into as the protagonist.

The guides I'm building teach children to notice, to wonder, to explore, to make things, to read deeply, and to write it all down — without ever feeling like they're being taught. Literature travels alongside as a companion, never as homework. The pages become an heirloom: pressed flowers, ticket stubs, sketches, small treasures taped in by small hands. And running quietly underneath it all is my own conviction that the wonder woven into this world is no accident — and that a child, learning to see it, is becoming who they were made to be.

These aren't books about finding adventures. They're books about becoming the kind of person who finds them.

The Great Vehicle Challenge

A vintage explorer's passport: one hundred vehicles to ride before eighteen, across rail, water, air, road, and wilder things — with field logs, real maps, stamps, and a completion certificate worth framing.

The Adventure Passport

A four-act quest for ages 10–13 — Awaken, Explore, Create, Become — that moves a child from noticing the world to contributing to it, and ends with a sealed letter about the real treasure.

Regional quest editions

Themed adventure days with missions, mapped to real places — beginning with Orange County, California, and growing from there. Curriculum-grade design, disguised as a Saturday.

The first guides arrive soon · Write to be first in line
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