Max dreams of becoming a knight while working with her uncle Budrick as troubadours. However, after arriving in Byjovia, Budrick is arrested by the wicked King Ghastly, leaving Max to find a way to rescue him.
When Uncle Budrick is held captive as King Gastley's jester, it's up to Max to rescue him from the castle's dungeon, with a little help from her newest pals, Simon, Millie, Kevyn, and world-renowned wizard, Mumblin.
Things take a turn when Max and the Midknights attempt to break into the castle to save Uncle Budrick; meanwhile, Uncle Budrick entertains King Gastley like his life depends on it.
Chaos ensues as Max and the Midknights try to break Uncle Budrick out of the castle before he is beheaded; with Mumblin's help, they narrowly escape King Gastley's clutches and later learn from Kevyn that King Conrad is alive.
As King Gastley searches the kingdom for Max and the others, Max and the Midknights learn about a prophecy and devise a plan to escape from Byjovia to find the missing King Conrad.
Knowing there's a prophecy written about her, Max feels confident that the Midknights' quest will be a success; her confidence is dashed when Uncle Budrick is captured by a hungry chef and the Midknights face off with a pair of ferocious trolls.
After their run-in with the trolls, Max decides to play it safe and lead the Midknights down a seemingly serene garden trail; unfortunately, Max's choice causes the quest to take a turn when the gang encounters an unexpected obstacle.
The team inadvertently make camp in an eerie graveyard. They are startled when zombies emerge from the ground and attack them. Soon, they retreat to a cave for protection, where they find a former knight of Byjovia whose courage was magically stolen.
Max and the Midknights visit Fendra's cottage to retrieve Sir Gadabout's missing courage. Whilst exploring the interior, Millie makes a surprising discovery. However, their search is interrupted when Fendra returns home.
After battling Fendra, Max is determined to get far away from the evil sorceress, even if it means leading the tired Midknights through a perilous snowy mountain. Unfortunately, this new journey has dire consequences for Max and her friends.
Max comes face-to-face with an imprisoned dragon and must decide between slaying the dragon to fulfil the prophecy, or doing the right thing and freeing him.
As Max is trapped in a haunting fever dream, the rest of the Midknights find themselves in the magical home of dragons, where they must race against the clock to find a way to save Max from the venom that is quickly taking hold.
Max is re-energized to find King Conrad and save Byjovia, but the Midknights' quest is interrupted by a strange boy trapped in a tower. Meanwhile, Millie deals with the repercussions of using dark magic.
As Max and the Midknights struggle to complete their quest, Mumblin reappears with shocking news, revealing the truth about King Conrad's disappearance, and they soon learn that the threat to Byjovia is even closer than they thought!
As Max reels from failing her quest and losing Mumblin, she loses all hope, and it's down to Uncle Budrick to inspire her not to give up. Meanwhile, Millie grows closer to Fendra, and learns how she came to be an all-powerful sorceress.
With renewed hope, Max, Simon, and Uncle Budrick are ready to take back Byjovia! There's just one problem - Kevyn is missing! Meanwhile, Fendra traverses her old haunts looking for ingredients for her evil spell.
Max, Simon, Kevyn, and Uncle Budrick infiltrate Byjovia in disguise - but their plan goes awry when they're swept into Fendra's tournament to find a true knight's courage. A tiny Alice and Nolan attempt to cross the throne room.
Newly reunited, Max and the Midknights break into the castle to find King Conrad and encounter an unexpected obstacle. Meanwhile, Fendra finds her courage, as the tournament comes to a shocking close.
In a battle of good vs. evil, Max and the Midknights team up with some unexpected allies to take Fendra down once and for all. But their plans are thwarted when Fendra reveals a few tricks up her sleeve that put all of Byjovia in danger.
In a heart-pounding finale, Fendra completes her spell and reigns supreme over Byjovia. The Midknights struggle to regroup after Max takes a devastating blow.
When the Gnomes of Tresk are kidnapped by a mysterious evil, Max and the Midknights volunteer to save them, but Max's plans for her second quest go awry when she learns not all the Midknights are as eager as she is to go on the mission.
As Max and the Midknights sail across the sea on their quest, they get spooked when Uncle Budrick claims there's a ghost on board their ship! Meanwhile, Mumblin fears someone is out to get him.
After being blown off course, the Midknights navigate a set of treacherous waterfalls as they try to reach the Gnomes of Tresk. Meanwhile, Mumblin pleads for his freedom in Wizard Court where the odds are stacked against him.
Max and the Midknights wash up on the shore of strange lands where a local holiday puts their party in danger. Meanwhile, Sir Gadabout ventures out to clatterback territory and makes a shocking discovery.
Max and the Midknights have a breakthrough in their quest when they meet a runaway Gnome, but finding the other kidnapped Gnomes is trickier than they think. Meanwhile, Mumblin starts his community service in a mysterious building with even stranger employees.
Max and the Midknights find the missing Gnomes of Tresk. The Gnomes are terrified of their captors and Max realizes she needs to inspire them to fight back if they're ever going to escape.
In a high stakes jailbreak, Max and the Midknights pull out all the stops to get the Gnomes of Tresk to safety. Meanwhile, dead set on escaping Outpost 71, Mumblin tries to reach the elevator Lenny mentioned.
Max and the Midknights victoriously return to Byjovia with the missing Gnomes of Tresk, but Max feels that their mission isn't over yet. Meanwhile, Millie and Kevyn's sibling rivalry hits a low point when Millie reveals a major secret about Kevyn's new book.
Max and the Midknights journey to an ancient tomb to investigate the legend of King Torin and his Bodkin, where they make several unexpected discoveries. Meanwhile, Mumblin learns more about operations at the Tower of Time.