Chapter #3The Confession Game by: Unknown You watch the helicopter come in to land, the last of the guests arriving. The helicopter is the only way out to the remote island, unless you plan for a long trip by boat. Once it leaves, nobody will be able to come or go from the island, or its luxury mansion, for the weekend. Just as you planned.
The island itself has every luxury. Pool, tennis courts, and a well-stocked kitchen and wine cellar. It also has an endless number of CCTV cameras positioned around and a warren of secret passages that allow you to get to almost anywhere in the complex. It's cost millions to bring this all together, but it's going to be worth it. For this weekend you're going to bring the full horror of what your guests have done to the fore. You're going to make each one of them confess, and they're never going to know you're here.
You watch as the twins, Davina and Davis DuCane, take in the surroundings, their mops of bright red hair over immaculate suits - Davina never wears dresses. Beautiful, with just the right number of freckles, they're the stars of their own Las Vegas illusion act, the Amazing DuCanes thrilling two audiences a night with their tricks. They're a pair you have to watch out for: both know every magic trick going, and will be alert for any sleight. They were also complicit in an act of negligence that saw their mentor - and yours - killed in a stunt.
And behind them comes the blonde Anna Winter, heiress to a Georgia fortune, walking in a vision of white and lace. "Oh my," she sighs over-elaborately. "Isn't ayt fabulous? I can't wait to see what our host has in stoah."
Of course, she's no more Anna Winter than you are; her name is Mary-Beth Crane, and she's a confidence trickster. You have files on them all.
You walk away from the monitor, and check on the other guests, waiting already in the building. Dr Phillip Sinclair is playing billiards with the overweight banker, Jordan Green. Green's wife, a power-dressing, over-made up brunette called Jane, is complaining loudly she can't get a signal on her cell. Juanita Lopez, the maid you hired for the weekend, is walking around with a few snacks on a silver platter. Her catering partner - and accomplice in poisoning their previous employer - Ryan Jackson is down in the kitchen. And, finally, the youngest of your guests, Susan Kelvin, is sat, staring moodily at everyone else. Only 19, and already the cause of so much tragedy, she's the only guest who hasn't dressed for the occasion, wearing a hacked-up T-shirt, beads and bracelets, and battered jeans. She's an emo, or goth - you could never tell the difference - with black lipstick, severe mascara behind thick-framed glasses and a hacked, chopped pixie cut with purple hair.
You turn away from the monitors, and walk over to the mask of her. It's perfect, capturing that natural snarl of hers. You run a hand through the short weave of the mask's hair, pausing to touch the piercing in her delicate, pointed nose. With this mask - and the replica glasses and clothes you've acquired - you could pass for her with ease. In fact, with the body suits you've ordered, you can pass for anyone else currently on the island. Each guest and member of staff has been scanned, and a perfect disguise created to replicate their individual style. And you've prepared for this for so long, you know so many secrets about their lives, you're confident you could make a perfect impersonation.
And not just them, too. You have four other suits prepared. Three are ghosts - suits of people whose deaths the unsuspecting guests upstairs have caused. They'll be for your 'hauntings', used to extract a confession. The final suit is a perfect replica of Helen Schutter, the local sheriff. You don't intend on using the Schutter mask unless they figure out a way to call for help. Then you'll use it to make sure the games don't end until they've call confessed.
Yes, confession is the name of the game. Over the next day or so, you plan to trick, scare and seduce confessions from each of them. How they have all escaped justice, one way or another. And when you have their confession on tape, ready for the real sheriff Schutter, you'll put them to sleep. You've got a drug that simulates the effects of death, knocking them unconscious and looking for all the world like they've died. One by one, your guests will find themselves disappearing or 'dying' - until you've wrangled a confession from them all. Your plan is flexible, but if you need to you can knock one of your guests out and take their place for a little while, just to further the tension.
And of course, with nobody else on the island, it's only a matter of time before they start turning on each other.
It's a perfect trap. Nobody dies, everyone confesses, they all get the prison sentences they deserve.
You watch as the last guests arrive in the main lounge. There's a recorded message from you - the mysterious M. S. Tree - explaining the lure you've given them: that each of them will be rewarded with $1,000,000 should they stay the night. Then you will send them off to their bedrooms to get comfortable before dinner... and the games will begin.
But you could start early of course. Already some of the guests are exploring the house. Perhaps you should adopt one of your flawless disguises and mingle with them, sowing the seeds of doubt, before the game begins... indicates the next chapter needs to be written. |
| Members who added to this interactive story also contributed to these: |