Dungeons & Dragons
Presto falls for, and must help, a girl who can cast powerfully realistic illusions.
Presto falls for, and must help, a girl who can cast powerfully realistic illusions.
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Searching for wolves, our heroes lose their way and wander the woods.
Four heroes stand between the Dragon Queen and total ruin.
Four heroes are hired by a dignitary who sends them on a path to meeeting a wish-granting entity.
The kids meet Lorn - an orphan boy with a magic talisman - and invite him to join the team.
The adventurers get magic cruise tickets at a Kitty Party back home.
Having said their goodbyes, each player heads off alone into the city of Baldur's Gate.
The party narrows down the killer to one of three people and leaps into action.
Chef Mike and Sujata are joined by Jonah Ray to make Pan-Fried Knucklehead Trout.
Presto falls for, and must help, a girl who can cast powerfully realistic illusions.
A kind caravan leader adopts the kids while searching for his daughter.
Presto sends the team far away, where they face massive danger.
Bobby is bitten only Queen Zinn's garden holds the antidote.
Venger enslaved a gnome village with a powerful spell.
The group encounters a unicorn being attacked.
Presto meets Merlin, who offers to teach him magic—if he stays.
Turad's demon queen reigns, but prophecy says only a stargazer's child can defeat her.
Fed up with Venger's sabotage, the kids decide to take the fight to him and find their way home.
The dust has settled, and we meet the unusual inhabitants of Mad Maggie's Junkyard.
Among scavengers, the team struggles to survive and uncover a way home.
The team must fight a Phase Spider and make peace with Rachnid goblins.
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