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1-28 of 28
- When Clawdeen dreams of opening a salon made for monsters and normies, Frankie has the perfect place - an abandoned power station outside town. But the idea sparks negative voltage when Moanica plots to ruin the whole thing, and replace the celebration with something a little more... shocking!
- Follow the magical adventures of Dorothy and Toto as they get lost in a world of Oz that is unlike any other. They will be joined by new friends and will face new enemies in this fun, exciting and modern take on a beloved classic.
- In her search for magic to get home, Dorothy goes looking for Glinda the Good, the most powerful witch in Emerald City. But when she crosses paths with Reigh, the Cowardly Lion, he steals her magic travel journal forcing Dorothy to track him down to retrieve it.
- After getting key information from Reigh, Dorothy unravels a puzzle to reveal Glinda's mysterious castle and must outsmart Fitz and the Winged Monkeys to get inside.
- After Dorothy identifies Fitz as the Crooked Magician, he steals Toto, forcing Dorothy to team up with Agent Pugmill to go on a rescue mission to get him back.
- Langwidere convinces the team to retrieve Glinda's magical pearl, but when Dorothy and West can't agree on what rules they're willing to break to get it, Dorothy finds herself even further from home.
- Dorothy, Toto, and Glinda must escape their painted prison and rally their friends before Langwidere can magically erase them from everyone's memories, change the course of history in Oz, and leave Dorothy and Toto stranded here forever.
- Dorothy enters Glinda's castle only to find out that the good witch is missing. Dorothy sets out to unravel the mystery with the only other inhabitant of the deserted castle, the Scarecrow, whose shoddy memory proves to be less than useful.
- Dorothy and her friends must sneak into Glinda's castle, now occupied by Langwidere, and defeat the wicked witch in order to restore Emerald City's memories and finally send Dorothy home.
- On their way to find the stolen magic, Dorothy, West, Ojo, and Toto are taken prisoner by Fitz. When they're all captured, the whole team is forced to put aside their differences and work together to defeat a renegade band of Growleywogs.
- As the team zeroes in on the location of the missing magic, and Dorothy's ticket home, they're forced to enlist the help of the Growleywogs to defeat the Nomes.
- When Langwidere imprisons Dorothy and Toto inside a magical painting, our heroes find a secret portal that leads to an unexpected ally. Together, they must escape their painted prison before Langwidere takes over Emerald City, and makes Dorothy's return home an impossibility.
- Dorothy's investigation into Glinda's disappearance leads her to the Munchkin Farm where she discovers a magical pearl that reveals the truth. Before she can use it to get closer to home, however, she's confronted by an emboldened Fitz.
- Dorothy and West go in search of Langwidere, but come face to face with Glinda herself. The Good Witch has a plan to send Dorothy home - but first they'll have to retrieve the stolen magic of Emerald City.
- Dorothy, Toto, and Scarecrow find themselves stranded in the Deadly Desert after the tornado that was supposed to take them to Kansas was blown off course. Now, they have to make the treacherous trek across the sands of the desert to reach safety, but along the way, they encounter strange new obstacles and dangerous old enemies.
- Ever since West and Dorothy joined forces to defeat Langwidere, West has experienced an unexplained ability to create magic from nothing. With the help of Cyra and Glinda, she tries to gain control over her powers before they get her into trouble. Meanwhile in the Nome Kingdom, Dorothy, Toto, and Scarecrow are forced to work in the Nome King's Gift Dump, where Dorothy discovers a possible way to get them all back to Emerald City.
- With the Nome King's birthday fast approaching, Dorothy, Toto, and Scarecrow are running out of time to escape before they're stranded in the Nome Kingdom forever. Meanwhile, Glinda teaches West how to harness her powerful magic, until the two make a shocking discovery about the source of her abilities.
- Motivated by his own selfishness, Roquat detours Dorothy and her friends on their journey back to Emerald City, and they find themselves once again forced to make a hasty escape. Meanwhile, Dorothy's friends back in Emerald City search for a way to communicate with their Kansas-bound friend and make a shocking discovery.
- Dorothy and her friends find their journey across the Deadly Desert impeded by a fierce Wheeler, sent by General Guph to capture them. Meanwhile in Emerald City, the arrival of the Shadow Nome interrupts Westâ€TMs rescue mission, and sends her on the run as well.
- Dorothy, Toto, Scarecrow, and Roquat find a tunnel they think will lead them to Emerald City, but the magic tunnel seems to have ideas of its own. Meanwhile, West and her friends try to escape the Shadow Nome's clutches before he can deliver them to General Guph.
- Dorothy and her Emerald City friends find themselves trapped in her house after Guph sends it flying off on yet another magical tornado. But when it lands in a place no one expected, Dorothy is more resolved than ever to get everyone back home for good.
- With Guph and his army marching on Emerald City, Dorothy is more determined than ever to get her friends back to Oz to warn Glinda. When West discovers that she can harness magic from Earth elements, the gang goes on a hunt for all the magic in Kansas.
- Dorothy and her friends have collected all the magic they need to travel back to Oz through a portal opened by an upcoming eclipse. There's just one problem: Reigh's been captured by Animal Control! They'll have to save their friend before they can send everyone home once and for all.
- Dorothy and Evelyn travel back to Oz with all their Ozian friends, just in time to save Cyra. But when Glinda finds herself unable to reverse the Nome magic, West goes against her better judgement to seek out the one person who might be able to bring back her mom.