While on their way to the town of Helix, Presto is mocked by his peers for his inadequate control of magic. During their voyage, the group encounters Merlin, an ancient magician, who offers to take Presto in as his apprentice if he agrees to leave his friends and stay at his tower forever. Presto hastily agrees, though what he discovers about Merlin’s offer doesn’t please him as much as he had initially hoped.
Dungeon Master decides to send the group on a quest to destroy an evil beholder who has ruined a landscape. Fortunately for the group, a knight named Sir John is in the vicinity and he may be able to assist them with their endeavor, though they discover that Sir John may not be as skilled as he had claimed he was.
When the group’s weapons begin to wear down, they learn that they must venture to the Hall of Bones if they wish to get their weapons back to full strength. However, things take a turn for the worse when the guide they hired decides to exploit their situation in order to improve upon his gain.
An evil magician named Kelek has been stealing unicorn horns in order to increase his own power, in which the group’s unicorn, Uni, has also been stolen by the villain in question. They decide to storm Kelek’s tower in hopes of rescuing Uni and the rest of the unicorns, though when things take a turn for the worse, they receive some assistance from an unexpected individual.
When Dungeon Master gets captured by a bounty hunter named Warduke, the group decides that they must rush to his rescue before it’s too late. However, in order to do such, they must first free themselves and their fellow prisoners from the clutches of Venger’s slave mines.
The group heads off to find a mystical river that could let them get back home if they enter it during the course of a strange phenomenon. However, when Eric refuses to listen to the Dungeon Master’s warning, he gets turned into a bogbeast and must figure out a way to reverse the spell before he’s stuck that way forever.
The group must help a dragon find his heart in order to be sent back home, though they first must find and rescue a spellbinder named Lukion in order to undo a binding spell that was placed around the vicinity. However, Lukion is in the middle of the Swamp of Sorrow and finding him isn’t going to be a simple task.
Bobby’s friends are holding a birthday party in his honor, though Venger’s troops raid the party and kidnap the rest of the group. Now, Bobby must venture out in hopes of rescuing his friends, though aided only by Uni and a mystical amulet of Dungeon Master’s, will he manage to rescue his friends before it’s too late?
The group learns that they may be able to find a way home if they use the Circle of Power, though such has been sealed deep inside the Tower of Celestial Knights for centuries. The group decides to brave the elements and venture into the tower in hopes of getting home, though the tower has a defense system that may prove to be more than they can handle.
When Bobby is bitten by a poisonous beast, he is left in the care of a friendly creature while the group heads off in hopes of finding the only known cure. They discover that Queen Zinn will gladly give them the cure, though only on the condition that Eric agrees to marry her.
The group discovers a magical box that holds the ability to get the children back home, though Dungeon Master isn’t certain where they should open the box to actually make such occur. He recommends that they use the box at the base of Skull Mountain in order to rescue the owner of the box to get more information, though Venger has some plans of his own in order to prevent such from occurring.
When searching for a legendary ship that may just permit them to get home, the group teams up with another group of children who need help rescuing their elder from Venger’s castle. However, when they discover that the legendary ship is also being held inside of the same castle, they must contemplate what the proper course of action should be.
When one of Presto's spells goes horribly wrong, he must venture out with Uni in an attempt to rescue his friends and the last of the golden dragons from a mysterious giant and his pet slimebeast.
Then the group comes across another girl who has entered the realm of Dungeons and Dragons through the rollercoaster ride, they realize that she has the ability to see into the future. They employ her assistance and decide to make their way through the maze of darkness, in hopes of being able to continue their quest.
When Venger creates a horrible monster in hopes of gaining more power, he realizes that he has no way of controlling the monster. When the group encounters it, they attempt to fight it, though after it steals their weapons, they decide to team up with Venger in order to get rid of the monster once and for all.
A being known as Nightwalker has kidnapped many children from Earth, along with Bobby, so the rest of the group decides to do everything they can in order to rescue their friend and the rest of the children. However, they'll first need to find the mysterious City at the Edge of Midnight in order to have access to the prison where they are all being kept.
When Bobby and Hank are captured by Venger, Hank manages to escape. However, in order to rescue Bobby, Hank decides to pretend to defect to Venger in order to gain Venger’s trust, though when the rest of the group hears news of this, they instantly label Hank a traitor.
The Dungeon Master decides to take a vacation and he leaves Eric in charge of his tasks, in which Eric isn't certain what exactly he is supposed to do. He sends the group to find the Golden Grimoire in the city of Darkhaven in order to retrieve an artifact, though he isn't even certain what he's supposed to do next or what the artifact even does.
Venger has captured an illusionist named Varla and is forcing her to cause trouble for the group. When the children find themselves accused of Witchcraft and various other things, they must convince the illusionist's parents to help clear their name and to rescue their daughter from the hands of Venger.
The group is fed up with how Venger has been destroying so many of the portals that could send them home, so they decide to team up with his biggest enemy in order to defeat him once and for all. They must make their way to the dragon graveyard and consult with a five headed dragon, though will they actually be able to convince this monster to lend them their support?
Diana falls in love with a young man named Kosar, in which Kosar is believed to be destined to fulfill a prophecy that would remove an evil queen from power and send the children back home. However, Queen Syrith isn’t about to lose her country so easily, so she decides to magically capture Kosar in an attempt to prevent the group from finding him again, though the Queen makes a mistake when Diana gets teleported back with him.
When Eric opens a mysterious box, he unknowingly releases one of the most powerful beings in the world. However, when the group realizes that they cannot harm their foe, they must rely on Dungeon Master’s magic in order to dispel the beast. Though Dungeon Master runs out of spells to cast and the group must race to the dungeon at the Heart of Dawn in order to rejuvenate their abilities before Venger gains complete control of the beast.
In hopes of stopping the group once and for all, Venger summons a World War II aircraft and a Nazi fighter pilot in order to convince him to kill the children for him. In return, Venger promises the pilot, Josef Mueller, that he'll help Germany win the war back in his own world. However, when Josef meets the group, he decides to implement his own plans, much to Venger’s dismay.
A young individual named Lorne discovers an ancient magical amulet, in which his discovery causes Korlok the wizard to take a special interest in him. When Lorne meets the group, he soon becomes friends with Eric as the two both like to insult and poke fun at others, so Lorne decides to help the group find the Stone of Astra in order to help them with their quest.
Sheila has made a mistake during an attempt to steal an object that the group needed, though her friends have began to mock her for her failure. In order to try to prove her worth, Sheila befriends an individual named Kareena, a woman who may just be able to help her improve upon her skills. However, the group soon discovers that there is more to Kareena than meets the eye, in which they find themselves right in the middle of a family dispute.
While on their way to the next town, the group encounters a tiny dragon named Amber, who expresses that King Varen has recently the Faerie Dragons in order to find the sacred treasure that they protect. The group decides to help Amber free her friends and family, including the Queen of the Faerie Dragons, though they must first discover a way to bring justice to King Varen for the crimes he has committed.
When Hank is captured by a creature that is known only as The Darkling, the group must convince a woman named Martha to help them find the creature's hideout in hopes of rescuing their friend. However, when Martha is reluctant to help them because she's failed to stop him so many times in the past, they must first find a way to convince her to help out.