The Spooky Druidman calls out to looks him directly in the eye, blushes in a girlish manner, then fiddles around with something for a moment and hands him a small piece of data before fleeing full-speed in the opposite direction.
It's map data.
Double Dragon?
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Seraphim, on the other hand, elbowed Druidman.
"Looks like you're popular with the ladies, Druid!" He smirkingly said, winking at his ally.
"Looks like you're popular with the ladies, Druid!" He smirkingly said, winking at his ally.
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Druidman rolled his eyes, but he said nothing further on the subject. "Come here, man, let's check this out."
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It's-
A rather large village. Data attached to the map denotes the square as the chief's house, and the largest circle as the village Shaman's hut. There are also a few personal notes on some smaller huts around the village that seem as though they were unintentionally left on in haste:
The hut at the far upper-right of the village is noted as 'home', with a small heart next to it when Druidman looks it over.
Two huts from the bottom on the far left is marked as 'Jack's place'.
The house just southeast of the Chief's house is marked as 'The Twins' house', and finally there seems to be an almost entirely scribbled-out note with no particular marker attached. Something about the canals...?
A rather large village. Data attached to the map denotes the square as the chief's house, and the largest circle as the village Shaman's hut. There are also a few personal notes on some smaller huts around the village that seem as though they were unintentionally left on in haste:
The hut at the far upper-right of the village is noted as 'home', with a small heart next to it when Druidman looks it over.
Two huts from the bottom on the far left is marked as 'Jack's place'.
The house just southeast of the Chief's house is marked as 'The Twins' house', and finally there seems to be an almost entirely scribbled-out note with no particular marker attached. Something about the canals...?
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"Well, perhaps we should go visit this ghost girlfriend of yours, Druidman, and check out these canals on the way?" Seraphim questioned, elbowing his ally again.
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Druidman shrugged and folded up the map. He was a magnet for weirdness, so he took it in stride. "Seems a good as place as any to start, man."
So he started north glancing into the canal every few feet.
So he started north glancing into the canal every few feet.
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Druidman notices something sparkling in the water out of the corner of his eye.
Hm.
It's probably just the light.
Hm.
It's probably just the light.
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Upon closer inspection, Druidman spots a small something at the shallow, far edge of the canal. It looks like a chip.
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"Hm... I don't really want to jump in..." Druidman mused. He sighed. He produced a few yards of viney rope in case he needed it, planted it firmly into the ground in case he fell in, and then, taking several steps back, does a running leap across the canal.
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"Couldn't you have just used a boomerang or a hook-shot or something?" Seraphim commented, as he noted the several ways Druidman could have grabbed whatever he was going after without as much trouble, and with more flair.
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Druidman falls in with a loud splash.
Several attempts at crossing the canal later, he manages to get the object; it's an Icewave 2 chip. He then promptly falls in again and makes his way back over to Seraphim, thoroughly soaked.
DRUIDMAN GET: Icewave 2! Common Col- *Shot*
Several attempts at crossing the canal later, he manages to get the object; it's an Icewave 2 chip. He then promptly falls in again and makes his way back over to Seraphim, thoroughly soaked.
DRUIDMAN GET: Icewave 2! Common Col- *Shot*
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"Son of a dude." Druidman hisses. He tries to wave a few heat spells over him to try and dry himself off a bit.
'Let's keep going, man." he said, walking north again.
'Let's keep going, man." he said, walking north again.
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Seraphim followed, feeling sidekick syndrome creeping in, but shaking it off. This was just a sidequest, he reminded himself.
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The pair reach a small, slightly ramshackle hut on the northeastern corner of the village; Druidman spots the Spooky girl, who similarly sees him and darts inside.
Shy one, that.
Shy one, that.