Dungeons & Dragons
Presto sends the team far away, where they face massive danger.
Presto sends the team far away, where they face massive danger.
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With assassins subdued, the heroes must choose: follow their lead or chase the quake.
Four adventurers find themselves magically transported to a Feywild beset by a terrible creature.
Four family members try to recover a lost loved one with a dubious magical artifact.
Presto sends the team far away, where they face massive danger.
To free a goddess, the heroes must unite their powers and defeat Rookhan.
The party learns The Future uses sapphire monocles to see ahead—fantasy is a lie.
A magic item awaits the party inside a small idyllic town where everything is a bit too perfect.
Chef Mike and Sujata are joined by Andrea Rene to make Honey-Drizzled Cream Puffs.
The kids accidentally find Zandora's Box, which can open doorways to many other places.
Hank, Sheila, Presto, Eric, and Diana are captured by Venger and thrown into a volcanic prison.
Dungeon Master is captured by an evil lord working for Venger.
The group encounters Sir John a seemingly fearless knight.
Sheila saves a girl named Karina from a magic trap, but Karina turns evil.
Eric opens a magic box and unleashes the Ultimate Evil.
Presto falls for, and must help, a girl who can cast powerfully realistic illusions.
The team meets alien kids whose ship might take them home.
A cursed knight named Dekion tricks the kids into retrieving a Circle of Power for Venger.
The kids learn of a magic river that can get them home.
Their mystic weapons start to fail them.
Deep underwater, the heroes face monsters to free the Inferno Warden.
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