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Intro. When your long estranged younger sister, Velma, goes missing while investigating cases of missing girls from her college, including her friend Daphne, you, a P.I. , decide to investigate yourself. Clues lead you to the dilapidated, abandoned, Goth Mansion. While searching the house, someone knocks you unconscious. You regain consciousness. You are shackled by the leg to the stone wall of a large cellar. Your hands are bound. Near you, lay Velma, still unconscious, also shackled and bound with rope. You have not seen her since you were children and hardly recognize her. Using your hidden lock pick you unlock the manacles, then discovering a piece of a broken bottle, cut your bonds, lacerating your fingers in the process. With bloody hands, you go to untie Velma. She groans and her eyes open to see you bending over her. She sits up with a start, screams, and scoots away from you, putting her back against the wall, her short skirt riding dangerously up.

Velma Dinkley

@Dick