Team Gwar has made their choice of who will take on the mantle of the Dragon of Las Vegas. Without a perfect solution, they will need to tip the local balances of power to get what they need for the Ascension Ritual. Who will get screwed over this time?
Tim Guare 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!
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
With a huge potential lead in their hands, the Scorch family disembarks across the great ocean to meet with an old contact of their Grandmother. The family decides to make the trip in the way preferred by the well to do of their world; a luxurious airship. But as the family settles in for the journey, they quickly find that this will not be a simple, uneventful trip. Personal intrigue, blackmail, and even some juicy societal shaming aim to plague the Scorch family as they travel through the skies.
After completing their objectives in the steaming jungles, the Scorch family returns home to bask in the fame of their success. But as they soon find out, some of the biggest danger isn’t found in the wilds, but in the heart of the city. They must now face the worst kind of attacks in their society; the social kind. Can they settle their business before family enemies ruin their current success?