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The kids all had one hell of a party. Punch was drunk, dances were had, time shenanigans were played with; people got drunk, got lucky, got dumped. George and Eld managed to save BQ from a sudden medical emergency through judicious application of supernatural means, and everybody got home safely.

Which means it’s back to the grind; school must be dealt with, and there’s that serial killer running around that they still need to do something with.

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Prominence is engulfed in flames. The Liberators stepped in to put down a multiple gang firefight in the streets, but their time is running out, and the violence is only escalating.

A versatile and nasty combat drug is on the streets and the heroes are scrambling to uncover its source and its spread.

The Witch has set off to deliver a captured gang lieutenant to her police contacts, and the Media has been alerted. News teams are assembling, swooping down to interview a dangerous vigilante.

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Tim, having suddenly regained free will, has some errands to run. There are people he needs to talk to, and plans he needs to hammer together in order to take down Slash Hackman. Justice needs to be served, and Tim owes debts.

Other preparations are being made to attack Hackman; Emma has a favor to call in from Elder Dane, and Nele is determined to train her and Scott in self-defense.

Meanwhile, strange events are building up again in Troy. The Mayor of Troy has a new direction in the search for Slash Hackman, and someone is trying to track down Etsu.

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George and Caleb have been propositioned for a deal with Zero, an emissary of El Vasio Alma – The Nothing Soul. Whoever he is, and whoever it is he exactly works for, they have astounding power. An enormous sinkhole which leads to a strange supernatural maze in Washington State was uncovered, simply to prove a point.

Zero is sending an agent – someone named The Reaper – to Troy, as a measure of support in good faith. Who is this mysterious Reaper, and what secrets does he hold?

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The gang is snowbound in LaFay National Park, and almost immediately gets Cabin Fever. No matter how many board games are played, cups of cocoa are drunk, or snowball fights are held, the kids are quickly going stir crazy.

Can they survive several days of winter wonderland, or will relationship drama and the perils of being teenagers overcome them?

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