
Heed the call of adventure and enter Dimension 20 where Game Master Brennan Lee Mulligan, joined by comedians and pro gamers, blends comedy with tabletop RPGs.
The Bad Kids plus special guest Brian David Gilbert return to Aguefort for a brand new chapter.
An epic Druid birthday party is more than the Bad Kids bargained for. Special guest Griffin McElroy.
Toys, bugs, and bittyfolk make up a secret world. Now, six of them are teaming up for a big score.
Bean makes friends all over. Ti creates a distraction. Rick saves a life.
Agnes gets some bad news. Inspiration strikes Boomer. The heat on Car-Go gets hotter.
Rick steals a new identity. Ti pulls a switcheroo. It all comes down to Bean.
Car-Go makes a threat. Agnes blows her cover. Ti turns up the heat.
With Felix Flick's crew in hot pursuit, the heist team speeds toward their final escape.
After Arthur Aguefort tasks them with a new quest, the Bad Kids work to put together a crew.
Adaine makes a new animal friend. Fabian and Ragh bond. Gorgug buys some wheels.
Gilear takes on his first battle. Riz fesses up. Fig gets her kisses in.
Gorgug tries to escape the doghouse. Ragh opens up. Adaine has a chilling encounter.
Fabian's reputation precedes him. Riz loosens up. Sandra Lynn schools Fig.
Fig asks Adaine for help. Riz finds a big piece of the puzzle. Kristen shows off a skill.
The Bad Kids (minus Fabian) visit the extraplanar college Astral Sea University.
With Ragh returning to Elmville, Fabian, Riz, and Gorgug plan for a night of hijinks.
The magical misfits spend Christmas break at Gowpenny, with an unwelcome visitor.
Aabria Iyengar hosts a live adventure for the magical miscreants of Aqrabus.

Dracula's entourage anxiously await his return to Transylvania from his journeys abroad.

Attacks on Drac's back at the tracks impacts the pack's acts.

The vamps' damp camp is cramped by Gramp's amped scamp.

Looming lupine lookouts look to loot under lucent lunar illumination.

Dracula's undead homestead's dread has been shed as household heads have fled.

All must bleed as decreed by our leads' need to feed for the deed to succeed.
At the festival of St. Eggamere, backstabbing and politicking put Calorum on a dangerous path.
Two years after their initial meeting, the conspirators are summoned once again.
The conspirators prepare for an ambush, with no idea who it is they're targeting.
Over the course of five years, the Ravening War takes a heavy toll on all of Calorum.
Deep beneath Pangranos, a more sinister plot to end the war is unfolding.
The Scrumptious Scoundrels must prevent a cataclysm that would decimate Calorum.

Four travelers unite as they each seek to solve their own problems.

As the Questing Queens journey into the world of the dead, dangerous new circumstances emerge.

The queens journey to the Tower of Tombs, where their intertwined destiny awaits.

The denizens of the Red Warren and the Blue Forest respond to an unexpected threat.
As the stoats seek safety, a grotesque and terrifying new threat arrives.
The stoats search for a new home. Thorn discovers something unexpected. Viola prepares for change.
Our stoat family approaches a new warren, and attempt to prove their value.
The stoats explore their new home, Last Bast, and discover a dark secret.
The family discovers Last Bast isn't everything it seems.
The family comes face-to-face with the leaders of Last Bast.
The stoats reel from their recent battle, and must deal with an uncertain future.
The stoats prepare for conflict at Last Bast - and discover a surprising new ally.
The stoats make their final stand at Last Bast.
As summer nears its end, the Bad Kids attempt to take care of one last task.
The Bad Kids start their first day of junior year at Aguefort Adventuring Academy.
The Bad Kids realize how much work they'll be balancing this year. Adaine gets a job.
The Bad Kids arrive at the astral mall to save Cassandra from a mysterious danger.
The party at Seacaster Manor is raging as new mysteries are uncovered.
The Bad Kids try to balance school, popularity, extracurriculars, and the growing mystery.
The Bad Kids attend the Frostyfaire Folk Festival and contend against machines gone haywire.
The Bad Kids enter the Vulture Dimension - and try to solve the ultimate riddle.
Junior year continues to challenge the Bad Kids as winter break approaches.
The Bad Kids and their families head to Fallinel for the holiday season.
The Bad Kids find themselves in a strange version of Mordred Manor, with an old friend and their stark father.
The Bad Kids travel across planes to delve deeper into the mystery of the forgotten god.
The Bad Kids hit an academic rough patch that could threaten everything.
The Bad Kids face down the ultimate test of their academic careers.
The pasts of the Rat Grinders comes into focus.
The Bad Kids uncover the hidden truth behind the mysteries of junior year.
It's election night - and Fabian's party is taking off.
The Bad Kids fight the creation of a new god - and try to certify election results.
The Bad Kids' junior year comes to a climactic end.
Six nobodies deal with mundane lives until a strange encounter launches them into a world of action.
The nobodies must uncover the lives of their action alter egos as danger lurks around every corner.
The action heroes converge at a swanky hotel where battles ensure and secrets are uncovered.
The action heroes clash with enemy forces in a deadly street race.
The action heroes are on the hunt for what they need to get back to Lake Elsinore.
Paula deals with family matters and Dang makes a choice.
Dang meets a mysterious stranger and the heroes risk a rescue at the FBI headquarters.
The heroes converge at Lord's Cocktail Lounge and uncover the secrets of the Shadow Falcon Protocol.
The Action Heroes pursue the mastermind of the Shadow Falcons across the globe.
The heroes face off in a high octane fight - will they find their way home or will the credits roll?
Three years later, the Misfits are brought back together as something mysterious brews at Gowpenny.
As the misfits depart for their mission, they find changed landscapes and unexpected allies.
In the face of sudden tragedy, the misfits journey to an island of lost things.
The misfits reach their mission's destination, but old enemies await and tension brews.
The misfits seek out a place of healing to recoup and realign.
The misfits deal with the melodrama of St. Dotto's as a Code Crimson sends the hospital into chaos.
In the search to restore magic, the misfits delve deep into Weugan, where they face powerful forces.
The misfits come face-to-face with the Tadershecourt and the mysteries of magic begin to unravel.
Seeking to understand the nature of the Orrery, the misfits risk a confrontation in the sky.
The misfits reach the island of Alteration magic, but finding Miskoro has unexpected complications.
To change Magic forever, the Misfits must confront the forces of the old order - and look within.

The Queens turn it up at the Foehammer masquerade ball, but unexpected visitors spur a new journey.

The Queens travel through acrid lands on their quest to Mophandrix, but unexpected encounters loom.

To free Mophandrix from his icy prison, the Queens face off with some very large foes.

The Queens party it up in Winter's Eve, but the intentions of their new allies come into question.

Prizefights, potions, and peril await as the Queens seek a boon to aid them in the coming battle.

The fate of Darktide hangs in the balance as the Queens face off with Inira's undersea forces.

Four Righteous Wrestlers, spurned by gods, rise to challenge Athenian legends for a powerful prize.

Fresh from match one, the wrestlers encounter Big Z himself and prepare to face down Nature's Wrath.

As the popularity of the Party Animals grows, the forces that oppose them start fighting dirty.

The Righteous Wrestlers clash in the final match for the seat on Olympus.

A mysterious message reunites the legendary crew of the Zephyr in search of the mythic land of Zood.

The crew of the Zephyr find their journey to Zood suddenly interrupted by imperial forces.

In the hunt for clues to Zood, the crew finds MacLeod's lab, where more than just research awaits.

Suddenly in uncharted territory, the crew investigates the mysteries of their new surroundings.

After a strange encounter, the crew of the Zephyr delve into the depths of the city to investigate.

A terrifying discovery drives the crew out of the city and into the tiny arms of the Legio Rex.

The crew battles the Legio Rex in Ramansu, where one wrong move could result in a Zood switcheroo.

The crew hunts for clues to the past in Ramansu, but uncover more about each other than expected.

The Zephyr takes to the skies with new crew in tow, and a mid-air meeting brings unexpected allies.

The crew of the Zephyr face a perilous sky battle with the Bank of Fehujar.

The crew is hot on Comfrey's trail, but their discoveries leave more questions than answers.

The crew explores the bright festivities in Oda, but something sinister is lurking in the shadows.

Deep under the sea, a battle commences, and the crew fights to keep an eldritch threat at bay.

In the aftermath of the battle, the crew finds their way to old friends—and discover new foes.

New perils emerge as the crew contends with forces under the influence of the Queen of Zern.

The crew battles dangerous conditions to build a mech while under siege from the Naughtomata.

Deep in the wastelands of Zern, the crew searches for answers about the nature of its past.

Within Zumhara, the crew searches for potential allies- and discover Primarch secrets.

The crew of the Zephyr gather their forces. Straka Arrives.

The final battle rages in the sky as the crew fights to save Zood—and each other's lives.
Complete episode guide for Dimension 20 with detailed information about every season and episode including air dates, summaries, ratings, and streaming availability in United States.
This episode guide is organized by seasons, making it easy to track your viewing progress or find specific episodes. Use the episode information to plan your binge-watching sessions or catch up on missed episodes.