Day of the Dead. Lisa Brackman

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water. Not that he was particularly interested in the story; he simply wanted to gaze at her body reflected in the large beveled mirror behind the bathtub, waiting for the moment the oysters and smoked salmon would arrive, when he would uncork a second bottle of sauvignon and she would emerge from the water like Venus born out of the sea; then he would swathe her in a towel, wrap his arms around her, nuzzle her warm, wet, youthful skin. And so it would begin, the slow, familiar dance of foreplay. This was what he loved most in life: anticipated pleasure.

      The Ripper players, including Kabel—a humble henchman with no role in the game beyond carrying out his mistress’s orders—had agreed to meet up on Skype. At the appointed time, they were all sitting in front of their computers, with the games master holding the dice and the cards. For Amanda and Kabel in San Francisco, and for Sherlock Holmes in Reno, it was 8:00 p.m.; for Sir Edmond Paddington in New Jersey and Abatha in Montreal, it was 11:00 p.m.; and for Esmeralda, who lived in the future, in New Zealand, it was already 3:00 p.m. the next day. When the game first started, they had played in a private text-based chat room, but when—at Amanda’s suggestion—they started to investigate real crimes, they decided to use video chat. They were so used to dealing with each other in character that every time they logged on there would be an astonished pause when they saw each other in person. It was difficult to see this boy confined to a wheelchair as the tempestuous gypsy Esmeralda, to imagine the black kid in the baseball cap as Conan Doyle’s celebrated detective, or this scrawny, acne-ridden, agoraphobic teenager as a retired English colonel. Only the anorexic girl in Montreal looked a little like her character—Abatha, the psychic, a skeletal figure more spirit than substance. They said hello to the games master and aired their concern that they had made little progress in the Ed Staton case during the previous session.

      “Let’s discuss what’s come up in the Case of the Misplaced Baseball Bat before moving on to the Constantes,” suggested Amanda. “According to my dad, Ed Staton made no attempt to defend himself. There were no signs of a struggle, no bruises or contusions on the body.”

      “Which could mean he knew his killer,” said Sherlock Holmes.

      “But it doesn’t explain why Staton was kneeling or sitting when he was shot in the head,” said the games master.

      “How do we know that he was?” asked Esmeralda.

      “From the bullet’s angle of entry. The shot was fired at close range—about fifteen inches—and the bullet lodged inside the skull; there was no exit wound. The weapon was a small semiautomatic pistol.”

      “That’s a pretty common handgun,” interrupted Colonel Paddington, “small, easy to conceal in a pocket or a handbag; it’s not a serious weapon. A hardened criminal would use something more lethal than that.”

      “Maybe, but it was lethal enough to kill Staton. Afterward the murderer pitched him over the vaulting horse and . . . well, we all know what he did with the baseball bat. . . .”

      “It can’t have been easy to get his pants down and position him over the vaulting horse; Staton was tall, and he was heavy. Why do it?”

      “A message,” murmured Abatha. “A sign, a warning.”

      “Statistically, a baseball bat is often used in cases of domestic violence,” said Colonel Paddington in his affected British accent.

      “And why would the killer bring a bat rather than just using one he found at the school?”

      “Maybe he didn’t know there would be bats in the gym and brought one along,” suggested Abatha.

      “Which would indicate that the killer has some connection to Arkansas,” said Sherlock. “Either that, or the bat has a particular significance.”

      “Permission to speak?” said Kabel.

      “Go ahead.”

      “The weapon was an ordinary thirty-two-inch aluminum bat, the kind used by high school kids—light, powerful, durable.”

      “Hmm . . . the mystery of the baseball bat,” mused Abatha. “I suspect the killer chose it for sentimental reasons.”

      “Ha! So you’re saying our killer’s a romantic?” mocked Sir Edmond Paddington.

      “No one practices sodomy for sentimental reasons,” said Sherlock, the only one who did not resort to euphemisms.

      “How would you know?” asked Esmeralda.

      “Surely it depends on the sentiment?” said Abatha.

      They spent fifteen minutes debating the various possibilities until the games master, deciding they had spent long enough on Ed Staton, moved on to what they called the Case of Branding by Blowtorch, committed on November 10. Amanda asked her henchman to outline the facts. Kabel read from his notes, embellishing the tale with a few choice details like any aspiring writer would.

      Starting from this scenario, they began to play. Ripper, the kids agreed, had evolved into something much more gripping than the original game, and the players no longer wanted to be limited by the dice and the cards that had previously dictated their moves. It was therefore decided that players could only use logic to solve cases, with the exception of Abatha, who was allowed to use her psychic powers. Three players were tasked with working up a detailed analysis of the murders; Abatha would appeal to the spirit world, and Kabel would continue his offline investigation, while Amanda would coordinate their efforts and plan a course of action.

      Unlike his granddaughter, who had no time for the man, Blake Jackson liked Alan Keller and hoped that his affair with Indiana might end in marriage. His daughter needed some stability in her life, a levelheaded man to protect and care for her, he thought. She needed a second father, since he was not going to be around forever. Alan was only nine years younger than Blake, and he clearly had a number of irritating quirks that, as with anyone, would probably only get worse with age. But compared with the men in Indiana’s past he was Prince Charming. He was the only one Blake could really talk to about books, or about culture in general. Indiana’s previous boyfriends—beginning with Bob Martín—had all been jocks: strong as a bull and about as smart. His daughter did not usually appeal to intellectuals, so Alan’s arrival had been a godsend.

      As a little girl, Amanda had pestered Blake with questions about her parents; she was much too intelligent to believe the fairy-tale version told to her by her grandmother Encarnación. Amanda had been only three years old when Indiana and Bob split up, and could not remember a time when they had all lived under the same roof. In fact—despite Doña Encarnación’s eloquence—Amanda found it difficult to imagine her parents together at all.

      The fifteen years since her son’s divorce had been agony for Encarnación, a devout Catholic who said the rosary every day and regularly prayed to Saint Jude—the patron saint of hopeless causes—lighting votive candles in the hope the couple would be reconciled.

      Blake loved Bob Martín like the son he’d never had. He could not help himself: he found himself moved by his former son-in-law’s spontaneous displays of affection, his utter devotion to Amanda, his loyal friendship for Indiana. But he did not want Saint Jude to miraculously bring them back together. The only thing they had in common was their daughter. Apart, they behaved like brother and sister; together, they would inevitably have come to blows.

      They had met in high school when Indiana was fifteen, and Bob twenty. Officially,

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