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?
Team Gwar needs to solidify the Erlking’s support, and he demands that Obelisk prove itself worthy in a trial of the hunt. Trying to solve two problems at once, Team Gwar bargains for outside assistance to flush the one known as Knock out to the open for capture. Will this Formori threat prove to be too elusive?
Mira Glass, the director of Obelisk, seeks to have the organization be recognized by the Unseelie Accords. Team Gwar attempts to curry favor with an ancient entity, by trying to attend a classy art auction… in Arkansas.