In a modern, metropolitan Emerald City, 12-year-old Dorothy Gale befriends West, a young, street-smart witch grappling with dark temptations, and Ojo, a giant munchkin.
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.
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.
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's investigation into Glinda's disappearance leads her to the Munchkin Farm where she discovers a magical pearl that reveals the truth; Dorothy is confronted by an emboldened Fitz.
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 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.
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.
Langwidere imprisons Dorothy and Toto inside a magical painting; Dorothy finds a secret portal that leads to an unexpected ally; Dorothy and Toto must escape their painted prison before Langwidere takes over Emerald City.
Dorothy, Toto, and Glinda must escape their painted prison and rally their friends before Langwidere erases them from everyone's memories, change the course of history in Oz, and leave Dorothy and Toto stranded forever.
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.
When Dorothy, Toto and Scarecrow find themselves stranded in the Deadly Desert, they follow a mysterious beacon in search of help -- which may lead them to friends or foes.
West struggles to control the powerful magic she's been experiencing ever since she and Dorothy defeated Langwidere; in the Nome Kingdom, Dorothy hatches a plan to escape with Toto and Scarecrow before it's too late.
Dorothy finishes building her escape sandboat, but she needs the wind in order to get back to Emerald City with her friends and the Still Season is fast approaching; West discovers the missing ingredient necessary to control her magical powers.
Dorothy, Toto and Scarecrow sail across the Deadly Desert with their new "frenemy" Roquat along for the ride, but an unexpected detour lands them in serious trouble.
When General Guph sends his fiercest henchman after Dorothy and her friends, the heroes in both Emerald City and the Deadly Desert find themselves on the run.
Dorothy, Toto, Scarecrow and Roquat find themselves at the entrance to a mysterious tunnel that connects Emerald City and the Deadly Desert, but nothing can prepare them for what they find on the other side.
After General Guph fills Dorothy's journal with magic and sends her house flying away on another tornado, she and all her Emerald City friends find themselves lost again.
Dorothy and her friends are trapped in Kansas, but with the shocking discovery that magic also exists in Dorothy's world, they may find a way back to Oz.
Dorothy finds all the magic she needs to send her friends back to Oz, but first they have to join forces to save Reigh from Animal Control.
Dorothy and her friends arrive back in Emerald City, where a desperate attempt to save Cyra leads West to seek help from an old foe.
Dorothy and her friends must find the Nome King's Belt before Guph can get his hands on this magical artifact and take control of the Fairylands.
After Guph swaps the populations of Emerald City and the Nome Kingdom, Dorothy and her friends again have to escape and find their way home.
Outnumbered and out of magic, Dorothy and her friends must outwit Guph to retrieve the Nome King's Belt and save Emerald City.