Team NeoGwar arrives in Vegas, and sets to getting the lay of the land by consorting with nature spirits and investigating the pattern of disappearances that seems all too familiar. How does a group of horrors from the depths of the sea establish a foothold in a land-locked desert climate anyway?
To keep an Ancient Necromancer from inhabiting the body of a dragon in stasis, The Allies of Obelisk prepare a ritual to trap the malign spirit and finally remove one of the two rival leaders of the Fomor Presence. Will everything go as planned? When does it ever?
The mystery of the Missing Gridpoint unfolds to reveal part of intention of the Grid, and what it has been feeding since it was established. Old grudges are explored before the Allies of Obelisk decide to take matters into their own hands and prepare the magical defenses of the Springfield Underground.
With the Fomor disrupted, Obelisk reallocates their resources to assist new Friends in Las Vegas. Meanwhile, those left behind in Springfield look into the nature of the Grid and remote secrets of the area.
Team Face struggles to maintain allies and prevent enemies while Team Gwar makes its moves against the Fomor. On the one hand are disgruntled mafiosos, on the other, an offended vampire sorceress. What’s going to happen next?