Day One






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Askthepizzaguy Manor was a breathtaking sight, even though it was such an old residence. Newly renovated, and with a fresh coat of paint, you couldn't tell the place was over a century old. The sun shone off of the front porch, and the mist from the fountain created a tiny rainbow above the pond. There were no neighbors around for miles... the compound was walled off and had security gates. There were many furry and interesting animals roaming around, grazing and otherwise enjoying life. Birds were chirping, and people were smiling. You held your golden invitation in your hands as you walked up the steps. You noticed 16 other people are waiting by the door, holding the exact same invitations as you. A man wearing a cloak and a hat to shade him from the sun walked up the steps with a large, iron key, and asked people to make way. He opened the large doors to the huge mansion, and told everyone to come inside. You went in, curious to see what was about to unfold.

The man in the cloak and hat tells you that this house was once owned by the talkingest man alive. He was such a cunning genius that if he had a nickel for every word he typed.... (well, look at this big frickin' mansion, am I right?) But I digress, that's not important to the story. Anyway, somehow or another it seems Master Askthepizzaguy got filthy stinking rich and was able to retire from a life of scum hunting. After destroying several infiltrators to his Manor, (and had some adventures that clearly had to have been drug-induced fantasies...) he lived out the rest of his life in peace, and died in this mansion.

The property passed down from generation to generation, and now, the last of his line has seemingly died off. Askthepizzaguy III, his youngest grandson, was the last to occupy this great residence. Since his passing, no one is quite sure who owns the property. But the groundskeeper was favored in his will, with the stipulation that he had to keep tending the grounds even after Askthepizzaguy's death. The trouble is, the groundskeeper didn't stay. After sleeping in the manor for several nights, he abandoned the money he inherited in the will, and disappeared. He was never heard from again. Several others have tried to claim the prize, but they have also failed. The manor no longer has a groundskeeper, and it was Askthepizzaguy's final wish that his beloved mansion be maintained in perfect condition. Someone has to become the caretaker of this mansion, and none of the local businesses are willing to take on the job. They have heard stories about this mansion, and refuse to accept the work. That's where you come in. You must prove your worthiness to become the next caretaker of Askthepizzaguy Manor, which entitles you to his one million dollar inheritance. All you need to do is sleep in this mansion and not get frightened enough to leave.

After that, tending the grounds should be a cinch. Even though no one has kept up with the maintenance, the mansion looks exactly as it did one year ago. The grass doesn't even seem to be growing... the animals outside are doing a fine job keeping it trimmed. And the nice fresh paint won't need to be repainted for quite some time. The inside of the mansion is immaculate. It's the easiest job in the world... all you have to do is sleep soundly. The man in the cloak and hat asked the group if they understood, and they all nodded. He took one long, hard look at the group, and then exited the manor without further comment. The large doors slid shut, and he locked them.

Seemed odd that he had to do that. Must have been force of habit. You check the lock and you realize you can't quite unlock it. But since there are many windows and other doors, you're not that concerned.


The Parlor

You look at the others in your group, and then out into the Parlor, where you're presently standing. You see a large couch and some chairs, several small end tables with drawers, two lamps, a table and four wooden chairs, various paintings and works of art, and a cabinet filled with fine china.

The room is very large and mostly empty, other than those objects. But it still seems too crowded for the entire group to stay here in the Parlor. Should you decide to move elsewhere to rest during the night, you're aware that only a certain number of people could comfortably sleep in any one room. Here is the list for easy reference.



Spoiler Alert, click show to read: 
MAX OCCUPANCY- No more than this number can move to this room.

1- Master Bedroom (6)
2- Master Bathroom (3)
3- Walk in Closet (3)
4- Parlor (5)
5- Kitchen (3)
6- Garage (6)
7- Attic (6)
8- Dining Room (4)
9- Living Room (6)
10- Computer Room (4)
11- Guest Room (5)
12- Guest Bathroom (3)
13- Tool Shed (3)


Oh, how convenient, a map of the house, with rooms clearly marked and with numbers next to each room. How curious. This must indicate how many could sleep in a particular area. You decide that you've got the entire rest of the day to KILL, so you decide to strike up a conversation with your other guests, and possibly decide what your next move is. That's when you notice that next to the map of the house, there are instructions for how to lynch someone.



If you truly wish to claim the prize
There must be murder in your eyes
If one among you must be fried
Voting is how you must decide
The one with most votes surely dies
But perhaps the others will survive


Well that puts a damper on the mood, doesn't it? All of a sudden your smile fades. Just what kind of a twisted contest is this, anyway?



__________________


BEGIN DAY ONE.
  • You have until 23:59 (11:59PM) May 7th (GMT-05:00) Eastern Time (US & Canada) to place your vote for either the LYNCH or to MOVE to a different room. That is approximately 39 hours from now.
  • You cannot both lynch and move in one day, so you may only choose to do one with your vote.
  • Good luck.....