The majority of chapter 6, to me, is actually fairly weak. My dialogue was a little flimsy, and I can really tell I'm still getting used to the medium here. Chapter 7 is actually a little stronger, even if the art is still pretty foul. I'm working on around page nine of chapter 8 right now, and hope to forge even further ahead before seven really gets itself moving. Chapter 6 was necessary to me in order to close a gap, and that's all it really does, is close a storyline gap; the really relevant parts are the reference to Yog-Sothoth and the last couple of pages with Shub-Niggurath emerging from the red-veined oddly-angled stones in the backyard, and the fact that the house used to belong to William Dyer of the Pabodie expedition.
Ten-Ghost 2: Son of Ten-Ghost: Everybody Sick up in This Shit has a full summary and outline, and a first chapter draft that is 50% complete. It's going slow because I have to split my time between Ow, My Sanity, Ten-Ghost 2: Return of the Whiny Doctor, and a boatload of City of Heroes alts, also, trying and failing to do artwork for friends and family. My roommate wants me to do a pair of tiger shark jaws for a tattoo of his, and I don't know if it's a good idea for my art to be on someone's skin for the rest of their life (admittedly, he already has one, a Machinato Vitae symbol I designed).
Fresh from one ordeal, spiritual doctor Ten-Ghost wanders the countryside with her adoptive son in tow; after a visit with an old friend and hitching a ride from a forest without a home, she receives a letter. In the town of Hawiya, people are dying of a mysterious illness. Where physical doctors have failed, her contact hopes that she can succeed. But when even she can't pinpoint the cause for the sickness, and when it begins to spread like wildfire, she becomes trapped in the town. Cults and alternative practitioners take advantage of the spreading sickness to blossom, and even Death itself arrives to view the proceedings with detached amusement. Her frustration over an illness she can't solve compounds with the thought of being unable to leave causes Ten-Ghost's psychopathic mandrake instincts to begin to take root. To deal with the plague and protect the people she's been hired to help, she may have to do the most unsavory thing of all: interact with other people.