Team Face seeks to assist Obelisk’s efforts in securing a place as a supernatural nation to formalize the protection of the Supernatural Ozarks. To that end, three current signatories of the Unseelie Accords need to sponsor any new member, and Team Face will have to live up to its name to secure those favors.
In the aftermath of the Formor Attack on Hammond’s Tower, Team Gwar looks to fortify against the inevitable next altercation. They research their way to finding a cache of artifacts with supernatural value. But in Branson, Missouri, The Supernatural Finds you! What an Episode!
Even after the loss of one of their own under mysterious circumstances, the team must go on, for if they do not, perhaps the Old Ones will rise again. The bizarre creatures they encountered earlier must have spawned from somewhere. A search leads to a strange green house in the middle of nowhere. Armed with dynamite, some guns, and their wits, the team moves in to destroy the hellspawn. Before they can level the structure, they must deal with its guardians.
A third document has appeared and new portents of doom must be investigated! There are many leads to follow, but the forces of darkness do not allow interlopers to meddle forever. Strange businesses, severed heads, and a brutal confrontation will shake the team to its core.
After learning of the underground tunnels cutting through every corner of Ipswitch, the investigators decide to explore them in order to find the source of evil in the small town. But even if they get to the other side of the tunnel, will they recognize the source of evil and know how to stop it?
As the brave investigators learn more about Ipswitch’s secrets, they draw more attention to themselves. Even a search in a government building in the middle of the day can be dangerous. When the unnatural is bold enough to attack even then, what chance do the heroes have?
The investigators have begun to look into a new document apparently written by Dr. Armitage. The second document is just as cryptic and menacing as the first and its leads to a small town with seemingly quaint civic organizations. But these lodges and clubs may hold dark secrets. In order to find the truth, the investigators must infiltrate the groups.
The finale has arrived. The Scorch family finds their mysterious employer, and he has one last mission for them. The one who started them on this path in the beginning now asks them to help prevent something that had a hand in destroying the old world. The danger is great, but the rewards are even greater. The payday of a large amount of gold (maybe a full McDuck worth!) that could fully restore the fortunes of the Scorches. All they have to do is confront an ancient evil. And maybe also a group of old enemies that would love to see the Scorches dead.
After having made contact with Lucille Scorch’s old spy associate (and old flame), the family must attempt to break in to a secure document vault of a rival nation to acquire top secret information that might exonerate their grandmother and clear the family name. But this is a highly secured installation, and no one can just walk in. The Scorches must put all of their skill into play to crack this vaul