Team Gwar takes in the sights of Vegas, unraveling the plots that drives the city’s factions against one another. Somehow they must find a person that will unite all of the factions against the common foe, but the agenda see mutually exclusive. Rumors of such an Allied entity exists, how will these Misfits Curry favor with such an ancient being?
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?
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.
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?