1998
The Pocket Dragons receive an alarming piece of news: a wandering knight has come to the village, hunting dragons! The knight is after their friend Sir Nigel, a full sized dragon, and it's up to the Pocket Dragons to help Sir Nigel outwit the knight and make him swear off dragon hunting for good.
1998
The Wizard's castle takes a turn for the scary while the Wizard is away for the night, the Pocket Dragons are besieged by mysterious shadow creatures. As the Pocket Dragons disappear one by one, it's up to Binky, the smallest Pocket Dragon, to figure out the secret of their shadowy attackers in time to save her friends.
1998
Zoom Zoom refuses to accept the fact that Pocket Dragon can't fly: he's sure that he's destined to be "first in flight." When Scribbles tries to help him with her latest invention, it leads all the Pocket Dragons to a perilous ride in a makeshift flying machine, where they must escape from a monstrous flying creature and find a way to make it home in one piece.
1998
The Wizard brings home a friendly gnome named Gnorman to play with the Pocket Dragons while the Wizard searches for Gnorman's missing family. But as soon as the Wizard is gone, Gnorman turns out to be "gnotoriously gnasty," tormenting the Pocket Dragons for fun. To make matters worse, the rest of Gnorman's family soon arrives, and they take over the castle! The Pocket Dragons must evict Gnorman and family from the castle, and give the Gnomes a taste of their own medicine.
1998
When Specs meets the village's beautiful new librarian, Princess Betty Bye Bell, he's immediately smitten. To try to impress her, Specs and the other Pocket Dragons pretend to be a human sized wizard, so Specs can bring the Princess flowers. The charade goes awry, however, when they run afoul of an ill tempered sorcerer named Shmahz, who takes offense at the Pocket Dragons' "wizard" and challenges them to a magical duel!
1998
The Wizard receives a mysterious package from an old friend, containing a strange magical artifact: a star that can grant any wish! The Pocket Dragons immediately start making wishes, but quickly get more than they bargained for. The Pocket Dragons must work together to stop the star before their out of control wishes destroy the castle and level the entire village.
1998
While playing in the woods, the Pocket Dragons meet a troll named Hukamuk, who used to be a prince before an evil lord took over his kingdom and transformed him into a tiny troll. The Pocket Dragons must make a perilous journey into the Mysterious Land to help their new friend reclaim his throne and regain his true form!
1998
Fearing he has run out of exciting stories to tell about his many adventures, the Pocket Dragons' friend Sir Nigel sets out on a quest to find the most fearsome and elusive of monsters, the dreaded Whookerpop. But when the Pocket Dragons beat him to it by accidentally stumbling upon the Whookerpop's lair, they discover that the "monster" is not at all what he seems!
1998
Scribbles and Zoom Zoom have gotten into an argument: Zoom Zoom insists he's the fastest Pocket Dragon (on the air or on the ground!) but Scribbles is sure her inventions can beat him every time. To settle the argument, the others organize a wild race through the village to prove who's the fastest Pocket Dragon of them all.
1998
Cuddles has no stomach for danger and excitement while he's awake, but when he sleepwalks, he becomes a valiant hero. While sleepwalking outside the castle, Cuddles is kidnapped by the Grackul, a nasty creature from the Mysterious Land. The still sleeping Cuddles must free the Grackul's other captives and find a way to chase the Grackul away, all before he wakes up!
1998
When Specs hears that Princess Betty Bye Bell is judging the village Science Fair, he decides he must enter (and win) in order to impress her, so he enlists Scribbles and the others to build an amazing Building Machine. The Pocket Dragons' entry becomes the hit of the fair and very nearly the end of it, too, when the Building Machine runs out of control and goes on a rampage through the village square!
1998
The Pocket Dragons travel to the castle of Count Cornelius of Yakminster to get the Wizard a beautiful magic harp for his birthday. Unfortunately, the Count's castle has been taken over by Gnorman and the Gnome Family, and they've locked the Count in the dungeon! The Pocket Dragons must rescue the Count and find a way to drive the Gnomes away.
1998
When the Wizard is afflicted with a magical illness, the Pocket Dragons must sail to a distant island to find the rare magic herbs to cure him. Their voyage is rudely interrupted when they're boarded by a pack of seagoing bandits - Cuda, Wuda, and Shuda, the nefarious Pie-Rats! The Pocket Dragons must stop the Pie-Rats from stealing their ship and get to the island in time to save the Wizard.
1998
After an argument with Scribbles, Specs tries to use a magic spell to make her go away. The spell doesn't work quite as planned, though, and it turns Scribbles invisible instead! The Pocket Dragons go on a wild chase through the castle to find the mischief-making invisible Scribbles, while fending off Gnorman the Gnome, who is trying (unsuccessfully) to pursue an honest career as a door-to-door salesman.
1998
The Pocket Dragons discover that the mysterious shooting star actually contains a tiny flying saucer, and they meet its pilot, an alien spaceman, who is trying to impress his fiancée by conquering the Earth. The Pocket Dragons must find a way for the lovelorn spaceman to win her love without disintegrating them - or the Earth.
1998
Binky is forlorn because the other Pocket Dragons don't have time to play with her. To help her, the Wizard casts a spell that creates a magical duplicate of Binky to keep her company. Unfortunately, unknown to the Wizard, the spell also creates a second, evil duplicate! The Pocket Dragons must find Binky's evil twin and reverse the spell before "Minky" can do any real harm.
1998
While playing hide and seek, Binky ventures into the musty dungeons under the Wizard's castle and meets a gargoyle named Gladstone, who's living in the basement because he's afraid of heights! The Pocket Dragons have to find a way to help Gladstone overcome his fear of heights so he can rejoin the other gargoyles on the castle roof.
1998
While playing in the woods, the Pocket Dragons encounter a number of small animals that have been turned to stone by a Basilisk - which soon turns Cuddles and Specs to stone, too! The Basilisk, whose name is Jewel, is turning animals into stone decorations for the castle of the vain and pompous Duke Drake, who is holding Jewel's young son hostage. The Pocket Dragons must save their friends and help Jewel rescue her son so that Duke Drake can no longer exploit her powers.
1998
The Pocket Dragons overhear the Wizard saying that he should keep one and get rid of all the others, and they assume he's talking about them! The Pocket Dragons start a campaign to prove to the Wizard how helpful and useful they are so he'll let them stay, and not throw them out into the cold, cruel world.
1998
The Pocket Dragons and Princess Betty Bye Bell go to visit Scribbles' pen pal, Princess Gwendolyn. There, the Pocket Dragons run into the evil sorcerer Shmahz, who is still looking for revenge for his earlier defeat. The Pocket Dragons must find a way to turn the tables on Shmahz before he can use his magic on them.
1998
While the Wizard is attending the village's annual costume ball, the Pocket Dragons receive an urgent package for him, which they try to deliver to him at the ball. As soon as they do, however, they receive a rude surprise - the package contains a feisty gremlin named Carnuckle, who promptly steals the Wizard's mask (a recent gift from his old friend Montebank). In order to get it back, the Pocket Dragons must overcome the mask's magical powers, which Carnuckle can use to make them feel whatever emotion he wants!
1998
When the Wizard falls asleep in the bathtub before he can finish a spell he's begun, the Pocket Dragons try to complete it for him - and inadvertently create giant magical duplicates of the Wizard's Rubber Ducky! The Duckies bounce away out of the castle, and the Pocket Dragons go on a mad chase to catch them before the village is overrun by a Rubber Ducky armada.
1998
The Pocket Dragons set out to Crumbling Castle in the Mysterious Land in search of the most unusual cookie of all: a genie named Cookie, who inhabits a cookie jar instead of a lamp. Unfortunately, the maleficent sorcerer Shmahz has set up shop in the Castle, and has ordered Cookie to find him some loyal servants for his new domain. When Filbert, Scribbles, Cuddles, and Binky fall under Cookie's magical sway, Specs and Zoom-Zoom must stay one step ahead of their mind-controlled friends long enough to find a way to break the spell and free Cookie from Shmahz.
1998
While the Pocket Dragons are helping the Princess and the villagers build a new windmill, the village gets a visit from a trio of knights: Sir Plus, Sir Charge, and Sir Prize, the Knights Without a Table to Call Their Own, on a bizarre quest (thanks to garbled orders) to protect dragons from marauding princesses! The Pocket Dragons must outwit these valiant but dim-witted would-be heroes before their efforts to "save" the Pocket Dragons lay waste to the entire village.
1998
Someone has broken the Wizard's favorite thimble chalice: nobody knows who, but as Scribbles, Binky, Cuddles, and Specs each find it, they each set out to repair it themselves. The only problem is that since each Pocket Dragon wants to fix it before anyone finds out, the chalice just can't seem to stay in one place. To make matters worse, Filbert and Zoom-Zoom don't know what's going on, and Gnorman the Gnome (once again working as a traveling salesman) is wandering around the castle trying to sell something - anything - to someone! Will anyone be able to fix the chalice before the Wizard sees that it's broken?
1998
When the Pocket Dragons use some rainbow-colored Roc eggshells, which the Wizard needed for a special spell, in a batch of rainbow cookies, they must journey to distant Mount Musgrave in search of a substitute: even rarer Gryphon egg shells. While the others argue about the best way up the mountain, Filbert sets off himself, accompanied by Gladstone the Gargoyle. Unfortunately, Gladstone's fear of heights makes their climb up Mount Musgrave even more perilous, because when Gladstone panics, he literally gets petrified - and turns to stone! Worse yet, even if Filbert and Gladstone can make it to the summit in one piece, finding the elusive egg shells may be easier said than done!
1998
It's time again for the village's great masquerade ball, and once again, the villagers (knowing what disasters follow in their wake) have not invited the Pocket Dragons. But the Pocket Dragons aren't so easily thwarted, and they build themselves an elaborate space monster costume to let them sneak into the ball unrecognized. As if the chaos of a Pocket Dragon-built monster wasn't bad enough, their costume attracts the attention of a real space monster, who's mistaken the Pocket Dragons for a long-lost pal. Will the ball survive? And what will the Pocket Dragons do when it's time to unmask at midnight?
1998
After the other Pocket Dragons tease Filbert about his leadership skills, Filbert takes offense and abruptly quits. While the others hold an election to try to pick a new leader, Filbert sets out to prove himself by tracking the Grackul, the scary "boogie man" who once captured Cuddles. Can the leaderless Pocket Dragons rescue Filbert before he suffers a terrible fate at the hands of the Grackul?
1998
When the Wizard leaves him to tend an elaborate spell, Specs is ecstatic - until he accidentally knocks the Wizard's magic book into the trash! By the time the Pocket Dragons figure out what's happened, the trash is already gone - to Trashmandu, homeland of Gnorman the Gnome. The Pocket Dragons must find a way to retrieve the book from the Gnomes, who don't look kindly on their trash going astray!
1998
Sir Kenneth returns, this time looking for the Pocket Dragons' help. After they helped him "capture" a dragon to fulfill his quest (in Episode 01A), he's become acclaimed as a knight - but now he has to participate in the International Knighthood Competition, and if he doesn't do well, his fellow knights will realize how inept he really is and drum him out of their corps! Can the Pocket Dragons, serving as his trusty squires, help him prove his worth, or will their assistance only make matters worse?
1998
When listening to Sir Nigel's heroic tales causes Filbert a crisis of confidence, Sir Nigel and the other Pocket Dragons decide to stage an opportunity for Filbert to prove his courage, by rescuing Scribbles from the fearsome Zazzixk. Unfortunately, the plan becomes more complicated than they had expected, when the real Zazzixk comes home from its vacation a little early, none too happy to discover the Pocket Dragons in its lair.
1998
Zoom-Zoom stumbles upon a clever new idea to get airborne: seeing the magic fertilizer the Wizard uses to make his flowers grow, he spreads some on his wings, causing them to grow large enough that he can actually fly. The other Pocket Dragons decide to try the magic fertilizer themselves, but they all get more than they bargained for when the fertilizer causes them to take root like plants! It's up to Cuddles, unaffected because he slept through the whole thing, to save the others before they become a permanent part of the garden.
1998
Walter the alien returns to enlist the Pocket Dragons' aid on a perilous quest. Walter has picked out a wondrous jewel as an engagement present for his fiancée Bernice, but before he was able to deliver it, the jewel was lost in the belly of a terrible sea monster. The Pocket Dragons must voyage to the bottom of the sea to retrieve Walter's jewel from an irritable giant shrimp, who's not willing to give up his new favorite back-scratcher!
1998
Bedridden with a nasty cold, the Wizard finds out that his sorcerer's license is about to expire, and he has only 24 hours to complete his renewal test for the Tribunal of Wizards, cold or no cold! The Wizard and the Pocket Dragons are sent to the village of Arboretania, which is stricken by a terrible drought. Can they figure out how to end the drought before the Wizard's time runs out-and before Arboretania dries up for good?
1998
Princess Betty Bye Bell must leave the village to help her former kingdom cope with a bizarre series of terrible storms. The Pocket Dragons sneak after her to help, leading to another encounter with Carbuckle the Gremlin, whose mission to recover a dangerous weather-changing ring has gone terribly awry. Can the Pocket Dragons and Carbuckle find a way to stop the crazy weather, or will the Princess have to stay in her kingdom and leave them forever?
1998
The Pocket Dragons set out to boldly go where no Pocket Dragon has gone before - the moon! But when Scribbles' homemade rocket ship crash-lands, they're stranded on a desolate, rocky plain. Now the question is: if they've really made it to the moon, how will they get home? And if they're not on the moon, where are they?
1998
The Pocket Dragons visit the local country fair, where Zoom-Zoom spots the amusement park ride of his dreams: a catapult that flings its riders through the air. Unfortunately, Zoom-Zoom doesn't quite meet the minimum height requirement to ride the catapult. Undeterred, he tries every trick in the book to sneak past the suspicious operator and take what he's sure will be the ride of a lifetime!
1998
The Pocket Dragons receive word that Ghengis Kong and his Horrendous Hordes - the meanest, most despicable marauders in all the land - are headed for the village. With the disaster-prone Pocket Dragons as its only line of defense, the big question isn't whether the village will survive, but who will destroy it first!
1998
Late one evening, the castle gets a pair of unwelcome visitors: the Duke of Cummerbund and his servant Weevil. They've come to invoke an archaic tradition called the Right of Nocturnal Seizure: every hundred years, a feudal lord can claim a piece of property if he spends an entire night there. To save the castle, it's up the Pocket Dragons to make sure that the Duke and Weevil have anything but a good night's sleep!
1998
Returning from a quest to find some rare Liquid Moonlight, the Pocket Dragons find themselves lost in the Mysterious Land. When Binky becomes separated from the others, she meets a strange creature called the Bramble, and the two become fast friends - unknown to the other Pocket Dragons, who are convinced they have to rescue Binky from a frightening monster!
1998
It's Blue Moon Night, a holiday which comes only once every hundred years, and strange things are afoot. The village has disappeared - vanished into thin air - and the Pocket Dragons think it may be their fault. Now Gnorman the Gnome wants to annex the empty land to build an amusement park: Gnomeland! Can the Pocket Dragons solve the mystery of the village's disappearance before Gnorman turns it into the Gnomeliest place on earth?
1998
When the Pocket Dragons try to save the last snowman of the winter with a magic spell, they inadvertently release an arrogant Frost Giant named Slush. Now Slush is free to continue scouting out the land as a possible new home. Unfortunately, it's much too warm for Slush's comfort, so he turns the Wizard's castle into an icy palace, and sets out to make sure winter never ends! Can the Pocket Dragons find a way to turn up the heat on the Frost Giant before he brings on a new ice age?
1998
When everyone except Cuddles is put to sleep by magical pixie dust, it's up to Cuddles to find the invisible pixie who's responsible. Pif the Pixie is looking for the strange and oddly unmusical music box the Wizard has just received from an old friend, which has accidentally ended up in the box for the village's charity Jumble Sale. The music box is actually Pif's brother Sid, who was magically transformed when he ran afoul of Shmahz. Can Pif and Cuddles recover the music box and restore Sid to normal before the unsuspecting villagers auction him off?