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Old Scars, Chapter 5: Part 1.3

Page 103

Panel 1: Just as they come within striking distance of the bird, it suddenly zips away panel left with a "FATHOOM" that catches them off-guard.


T

I don't need to tell you "FATHOOM" isn't a normal bird thing, do I?


GREM

You do not!


Panel 2: A two-part set of panels that comprises a set of action shots of Grem and T chasing after the bird as it zips past the hallway at different points...


Panel 3: ...the area around slowly changing as they go on. You can see the sweat start forming on their respective foreheads at this point.


Panel 4: Cut to a shot of the nightjar disappearing behind a wall, beating our protagonists by a matter of seconds.


T

(catching their breath) Son of a...bitch!


GREM

(slight laugh, equally sweaty) Agreed...still beats chasing...after Rocs though.


T

(Bubble 2) Should I ask...what they are?


GREM

(Bubble 2) ...Later.


Panel 5: After they regain a sense of normal breathing again, Mr. Allen reaches into his bag for something; T looking over from the background panel left area.


T

What are you looking for?


GREM

A little liquid refreshment as I think.


Panel 6: He pulls out a flask a few moments later, handing it to the young person with a knowing slyness on his face.


GREM

(Cont.) A bit of Bushmills, a kind of whiskey- 1851 to be exact.

Page 104


Panel 1: T has the bottle opened and takes a whiff of its contents with a curious glint on their face.


T

Looks a little like soda pop.


GREM

(Off-Panel) Hmmm...interesting descriptor.


Panel 2: Action shot of them taking a good swig of the flask a few beats later.


Panel 3: Cut to a shot of Grem a beat later, searching for something as the taste test is going on. He chuckles and flashes a bright grin, hearing their reaction proudly.


T

(Off-Panel) WOOO!


GREM

Good whiskey tends to do that! I'm partial to the 1851 myself.


T

(Bubble 2, Off-Panel) Any reason why?


GREM

(Bubble 2) ...Just a pretty good year- the last 1/3 of it anyway.


Panel 4: Moments later, the immortal Irishman pulls out a metal lock shaped like a frisbee and containing three separate circles around toward a red button at the center.


GREM

(Cont., intrigued) This should do nicely.


Panel 5: A two-part set of panels that shows Mr. Allen from the side walking up to the area where the nightjar disappeared to, attaching a device onto the wall.


T

What is it?


GREM

A rotating skeleton key. It attaches to any solid door and magnetically unlocks the lock mechanism wherever it's attached.


T

(Bubble 2) And you think it'll work with magic doors?


GREM

(Bubble 2) ...Couldn't hurt!


T

(Bubble 3) How long does it usually take?


GREM

(Bubble 3) Few minutes. Probably longer given any magical boffins that might be...


Panel 6: In the second part, a short time later, the device falls with a "THUD!" and subsequently showing the invisible doorway to our surprised protagonists.


GREM

...Ah.


T

That a good "Ah" or a bad "Ah?"


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