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6.0 Test Drive Meme
6.0 Test Drive Meme
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Welcome to Well! See the first prompt for how your characters arrive in Well. Your character arrives with only a handful of memories, clad in a mix of Old Western clothes and clothes that might fit in at a renaissance fair, and no items from home.
Anyone is free to play on the TDM, but you need an invite to apply. Feel free to use these prompts, and interact with the arrival or locations. NPCs are around, but only say a certain set of phrases. TDMs can be considered game canon.
This TDM takes place from the first week of May onward, and can happen concurrently with other events during May and June. This will be the only TDM for May, June, and July.
Applications are open April 26th until May 1st, and May 27th until June 1st. Invites are available for friends of current players.
Arrival: Escape!
Content warnings: forced captivity, blood, eating eyes, drowning in sand, forced intimacy
If you don't complete a task in five minutes, you will return to very first room and have to start again.
You can choose your own path, or comment below to have a random path set for you!
1. There Ain't Room
2. Glitter Bomb
3. Riddles Three
A. Cry For Me
B. Love Me
C. Hold Me
I. Blood
II. Sweat
III. Tears
The receptionist greets you as he always does, welcoming you home.
New characters arrive using this prompt. Characters can return from death from the previous cycle using this prompt. You can also just wake up and be in this prompt, so you can do this as many times as you like.
tl;dr:
The First Room
You wake up somewhere dark and damp. Maybe this is your first time waking up here, maybe it's your fourth, but the beginning is the same. You're in a small stone room. The only light comes from torches flicking on the walls. The room is bare except for a metal door. And you're not alone. You and someone (or someones) are here together, and you have to get out.After this, you find yourself in one of the following rooms. Choose one from the first set, then one from the second set, then one from the third set. You will always end in the final room. You must travel through five rooms to escape.
The door is locked, and to leave it you must just find one key. On the door is a note with a clue:
Freedom is hot!
The key is in fact in one of the torches! Depending on luck, you might find it on your first try, or your fourth. Find a way to extinguish the torches, and handle the hot, hot key to unlock the door.
If you don't complete a task in five minutes, you will return to very first room and have to start again.
You can choose your own path, or comment below to have a random path set for you!
The Second Room
You find yourself in one of the following rooms:1. There Ain't Room
2. Glitter Bomb
3. Riddles Three
1. There Ain't Room
In this room is a shooting game. There's a barrier with bebe guns attached to it, and at the far end are small cut outs of people. There's a sign on the far wall, in old-West style script, reading:
There Ain't Room
The cut outs look sort of familiar! There are cut outs of you and your compatriot(s), as well as some typical cowboy looking cut outs. Shoot your own cut out to escape! You each must shoot your own one, if you shoot each others', that person feels it as if they have been shot, and will start bleeding.
When you successfully hit all of your own cut outs, the floor under you opens up and you drop into the next room.
2. Glitter Bomb
As you walk through the doorway, you feel oddly.... sticky? Like your skin is covered in honey. Because it is! Yum.
In front of you is a room covered in glitter. There's so much glitter. You can't see a door, but you have to find a way out. Search the room to find the exit.
The exit is a trapped door in the floor. You'll need to make your way through the glitter, all the while it will stick to your very sticky skin. You'll need to dig a big enough path to get through, open the door and get into the next room! Too bad some glitter will come with you, and you'll still be sticky.
3. Riddles Three
A large hour glass in the middle of the room starts ticking down with sand as soon as you enter this room. One three of the walls are riddles engraved in the stone, and chalkboards in front of them. You must answer all three riddles correctly before the sand runs out to escape:Once you answer correctly, the hour glass disappears, leaving a hole in the floor that you must jump through to exit.
- Where waves kiss sand and breezes blow, where tropic dreams grow, I'm where you want to go. What am I? Answer: Kokomo
- With auburn locks and eyes of green, a rival, a threat, a beauty queen. Answer: Jolene
- With cowboy hats and boots that stride, no one told me where my horse I ride. Answer: Old Town Road
The Third Room
Next, you find yourself in one of the following rooms:A. Cry For Me
B. Love Me
C. Hold Me
A. Cry For Me
This room is beautiful and shiny, the walls made of crystals. In the middle of the room is a crystal plinth with a small crystal cup on it. In flowing script around the cup it reads:
Collect five tears
You must collect five tears in the cup to escape. Once you do, an entry way opens in the crystal in front of you.
B. Love Me
This room is very plain, and on a piece of paper dangling from a string in the middle of the room is the instructions for this room:
Exchange five sincere compliments each. Don't break eye contact.
You must do this within the alloted five minutes to escape. If the compliments are less than sincere, you may try again, but if you don't reach the five each by the end of the five minutes or if you break eye contact even once, you will be returned to the first room.
C. Hold Me
This room looks a lot like the pub in town. The walls are wood paneled and there's jangling piano music coming from--somewhere?
In the middle of the room is a mechanical bull, with a sign reading:
Stay on the bull together for 45 seconds.
If you succeed within the five minutes, you're free to continue on!
The Fourth Room
Next, you find yourself in one of the following rooms:I. Blood
II. Sweat
III. Tears
I. Blood
This room is very tall. There's a rope dangling down one wall. On the wall it reads:
Climb!
And that's what you have to do. The word "Climb" starts to bleed. And then the walls start to bleed. The room will fill up with blood within five minutes, so you better get climbing!
At the top of the room is a hatch that will let you escape through a hatch in the ceiling.
II. Sweat
When you enter this room, one of you finds that you are alone. You're standing at the edge of a pool, and that pool is full of sand. It's also searingly hot in here. On the wall, it reads:
Rescue your partner!
One person is chained at the bottom of a swimming pool full of sand. A counter on the wall counts down until they will suffocate. Better get swimming!
Once you've rescued your partner, a door on the other side of the pool will open up. Better move fast to get there!
III. Tears
This room is dark, very dark. You can just barely see, except for a glow-in-the-dark sign reading:
Eat some eyes!
And that's what you need to do! In the walls are eyes. They're watching you. You must each eat an eye to continue on. Once you do, a door cracks open in the far wall.
The Fifth Room
No matter the path you took to get here, the final room is the same:The last room you end up in, even though you enter through the same door, you find yourselves separated by a wall. There is a door for each of you at the far side of the room. You can hear each other, but you can't see each other. Each of you have a plinth in front of you, which reads:When you escape, you step into the lobby of the Staywell. It's bright and airy with beautiful white stone. When you look behind you, it seems that you've stepped out of a supply closet. Weird!
Who should escape?
In front of you are the names of yourself and your partner(s). You place the name of the person you believe should escape in a slot in the table.
Once everyone has made a selection, the names will light up:If your room is green, when you open the final door, you've escaped! Welcome to Wellstone.
- If you all chose each other, your room lights up green.
- If you all chose yourselves, your room lights up green.
- If someone chose themselves, and someone else chose another person, the room of the person with the most "votes" lights up green. The others light up red.
If your room is red, when you open the door, you find yourself back in the first room. Good luck!
The receptionist greets you as he always does, welcoming you home.
New characters arrive using this prompt. Characters can return from death from the previous cycle using this prompt. You can also just wake up and be in this prompt, so you can do this as many times as you like.
tl;dr:
- You wake up in an escape room! You must finish (at least) five rooms to escape. You have five minutes to finish each room. If you fail, you'll be taken back to the beginning of the dungeon.
It's alive!
Content warnings: public shaming
When you shake off the glitter and the sand, it might be time to head on down into Wellstone town. The air is full of a shimmering warmth that might be familiar to some. It's like the sun has been baked into the very stones and is radiating back up at you. Run-down buildings lean against each other for support, made out of mostly weathered stone with a few old boards here and there to keep structures up. Desiccated, skeletal fingers of dried-out ivy climb them, waving occasionally as you pass. Waving, and… whispering? For more information about how the town has changed, check out this month's Wellstone Post or read the Locations Page.
The town is alive with sneering, whispering voices. It's unclear where exactly they're coming from, but they're everywhere. Step into the Cactus Pad Tavern and you might hear a decisive no manners! spat sharply from the doorway. Make your way to the steaming bathhouse to wash off that honey, but be careful when you're undressing: you might just hear rude snickering from the air around you. Wow, the walls might say, your toes are so long. What weird feet!
The voices might interrupt a conversation at breakfast to make fun of something you said. Your mirror and your wardrobe might question your outfit choices. They're loud enough to be heard by everyone in a public space and seem to delight in saying cutting things at the worst possible moment. You don't recognize the voices, exactly, but they seem just familiar enough to really hurt, and the voices seem to know you well enough. They might even call you out when you tell a little white lie, or let everyone know exactly how loud you snore.
There's no way, seemingly, to get them to shut up, so... may as well get used to it?
tl;dr:
When you shake off the glitter and the sand, it might be time to head on down into Wellstone town. The air is full of a shimmering warmth that might be familiar to some. It's like the sun has been baked into the very stones and is radiating back up at you. Run-down buildings lean against each other for support, made out of mostly weathered stone with a few old boards here and there to keep structures up. Desiccated, skeletal fingers of dried-out ivy climb them, waving occasionally as you pass. Waving, and… whispering? For more information about how the town has changed, check out this month's Wellstone Post or read the Locations Page.
The town is alive with sneering, whispering voices. It's unclear where exactly they're coming from, but they're everywhere. Step into the Cactus Pad Tavern and you might hear a decisive no manners! spat sharply from the doorway. Make your way to the steaming bathhouse to wash off that honey, but be careful when you're undressing: you might just hear rude snickering from the air around you. Wow, the walls might say, your toes are so long. What weird feet!
The voices might interrupt a conversation at breakfast to make fun of something you said. Your mirror and your wardrobe might question your outfit choices. They're loud enough to be heard by everyone in a public space and seem to delight in saying cutting things at the worst possible moment. You don't recognize the voices, exactly, but they seem just familiar enough to really hurt, and the voices seem to know you well enough. They might even call you out when you tell a little white lie, or let everyone know exactly how loud you snore.
There's no way, seemingly, to get them to shut up, so... may as well get used to it?
tl;dr:
- The town is alive, and it is judging you. Your outfits, your words, your body, your habits: nothing is off-limits.
- The voices sound just familiar enough to feel like voices you know, but aren't able to be pinpointed to a single person.
room four!
Even the way the sand shifts just slightly at the surface doesn't immediately clue the girl in on what's going on here. Instead Olympia raises her voice, calling out with: ]
H-- Hello? Is someone there..?! Please tell me where you are!
[ There's definitely some worry in her tone. After all, rescue implies that wherever the other person is, they can't exactly be in a great situation.. ]
no subject
She can't see the chains but she can certainly feel that she's got at least a little bit of slack to move around. So she'll shift in the sand until she finds solid ground. Then she'll squat down and make an attempt to jump up as high as she can. The chains run out of slack before she can get her head out- but it will cause a brief little burst in the sand from where she was. There might even be a brief moment where Olympia can spot some black and red hair before it sinks back down into the sand.]
no subject
Olympia sure hopes that's what she's supposed to pay attention to, and that it isn't some misdirect while the person she's supposed to help is somewhere else - but right now she can't ignore the sign of the sand. The pale girl quickly takes a few steps over, so hurried that she almost stumbles, and then she drops onto her knees next to the pool of sand. ]
Are you in the sand?! I'm-- Hold on, I'm going to try and get you out..!
[ Even if she isn't sure how.
For now she just does what comes naturally - sticking her hands into the sand, trying to see if she can feel something. So far no dice, and she tries scooping some of the sand out of the pool, hoping that might uncover something. ]
no subject
And just like that she does hear Olympia's voice. A little less muffled, a bit closer. It was working. She plants her feet down on the ground and tries to gather up the strength to jump up again.
Except the lack of oxygen starts to play games with her. She feels her vision blur slightly as she goes for the jump, causing her to stumble and slip.
This time there are no signs of someone down below. What do Olympia?]
no subject
Of course the lack of motion could also mean that she's wrong about having seen movement in the sand in the first place. Maybe she's wasting her time here. But even so-- Olympia can't see anything else that she'd have to save any partner from, so she'll just have to take the risk that she may be wasting said time. The idea of that there might be someone in the sand and she couldn't save them is just as terrifying, after all.
But no matter how deep she digs, it's like she doesn't reach anything. It's worrying and discouraging, but she doesn't let it stop her entirely. Instead Olympia steels herself, takes in a deep breath, and then fully dives into the sand to try and feel around for a person in there somewhere, even though the nature of sand means that it's so dark that she's just blindly feeling around without being able to look. ]
no subject
It takes more effort than she'd like to admit, but she eventually manages to get her feet planted on the ground again. Her movements feel heavy and sloppy, but she pushes herself trying to reach out and find whatever else came into the pool. Or at least as far as the chains will let her.]
no subject
Olympia doesn't know what or who it is, but she reaches out with all she's got to desperately latch onto it. Judging by the way it feels in her hand, it's likely to be a wrist - or an ankle, but she's trying really hard to not think about how much harder this might get if the other person is upside down.
Instead she isn't thinking at all. She turns in the sand, doing her best to hold onto the limb, and then tries to 'swim' back to the surface through the sand, trying to tug the person right along.
Obviously the problem is the fact that she doesn't know the chain exists. She just thinks that someone was dumped in here and she just has to drag them back up and out of the sand. She might not even feel the resistance as the chain is growing taut - not right away, anyway. She's too focused on swimming and pulling, especially when she isn't too strong. It takes a whole lot of effort just to do those two things here. ]
no subject
If she can get her to feel the chain maybe she'll see that pulling her up wont work at the moment.]
no subject
But even though it's an explanation, it also presents a problem-- because what can Olympia even do about something like that? She doesn't think she has anything sharp on her.
She momentarily lets go of Ruby's hand, just so she can get back up to the surface and get another breath that isn't half-filled with sand - and it's then that she dives back down into the sand.
Deeper this time. All the way until she can feel a bottom, and she can feel the chain, and then where it leads to Ruby's foot. It's hard to try and untie the chain when Olympia can't even see down here, but she refuses to give up until she's sure Ruby is loose. It takes some agonizing moments, but then she finally manages to unwrap the chain - giving Ruby a quick tug on the leg to indicate to the other girl that she's free now.
Olympia doesn't move beyond that though. She's.. tired. Constantly swimming down, staying here between all that oppressive sand-- It's too much for her.
She's too weak to move back up now. ]
no subject
It's only after a couple moments that she finally feels the chain come loose and she shifts her leg around with renewed freedom.
...Except she nudges Olympia with her foot and realizes that the other girl isn't moving too much.
She grunts despite herself and moves to kneel down and loop the other girls arm around her shoulder. Her vision swims briefly before she kicks off and starts to "swim" up to the surface.]
no subject
But the good news is that Olympia is relatively light, so at least Ruby doesn't have to drag something weighing her down like a millstone through the sand. Instead Olympia definitely is like a light doll in Ruby's hands, easy to drag along. The only drawback is likely the fact that Ruby herself must be tired from having been stuck down here in the sand pit.
You can do it though, Ruby! Olympia doesn't seem to be cheering you on in this moment or doing much of anything at all, but-- you know she would cheer you up on if she could!
If Ruby manages to reach the top, it's only then that it might become clear that Olympia does indeed seem unconscious, her eyes shut even when they are - finally - above the surface of the sand. ]
no subject
...They were both counting on her to do it anyways.
Once she breaches the sand she'll suck in a gasp of air before shoving Olympia onto the surface. Her lungs burn and if she had any moisture left in her she'd probably be sweating it out anyways, but that has to wait. She looks over Olympia checking for any signs that she's still breathing.]
no subject
At first she doesn't seem to move though, like she really is fully unconscious, but then - even though she doesn't really open her eyes or move in any other way - the girl lets out a slight groan, like she might be coming to. ]
no subject
She slumps back on the ground and waits for some sign of movement. Which does eventually come about. Ruby doesn't move to shift her- she knew how Olympia felt about being touched or touching people.]
Hey... Uh? You good there?
no subject
[ The name is said weakly, like Olympia still is definitely coming to conscious, rather than already being all the way there. She blinks, and finally her eyes slowly start to open.
At least the lack of touching helps - she doesn't startle when she comes to. Instead her eyebrows slowly knit together into a concerned frown as she asks: ]
Are you okay..?
[ Maybe she shouldn't ask that when she's the one coming to, but-- look, the last thing she remembers before passing out was being worried about Ruby, of course that carries over! ]
no subject
It takes her a second to realize that Olympia's concern for her, probably matched how she was feeling about the other girl right now.
She feels a dumb little smile play up on her lips.]
Yeah. I'm okay, dummy. What about you?
no subject
It makes such a relief come over the pale girl's face, and a moment later she is - despite her worry about touch most of the time - instinctively throwing her arms over Ruby's shoulders, clinging to the girl in a hug. Olympia buries her face against Ruby's sandy shoulder, and her body trembles like she's crying. ]
I-- I'm just so glad you're okay! You were in there, and first I couldn't find you, and then I couldn't get you out, and I-- I thought you were going to die..!
no subject
What she doesn't expect though is Olympia suddenly throwing her arms around her and holding her quite like that. For a moment she holds her arms out like she just doesn't know what to do, before she eventually settles in and returns the hug.]
It was pretty dicey in there for me too.
I couldn't see- Or breath- And it was like the complete opposite of a bath. Totally don't recommend it.
But hey. I pulled through and that was mostly because of you.
no subject
You were strong too.
[ After all, Ruby helped them get out of there in the end. ]
T-- Thank you, Ruby. For always being so cool.. [ Or, well-- Olympia thinks the other girl is, anyway! It's definitely partially due to Ruby's toughness as well that they're sitting here alive, rather than having choked somewhere on the bottom of that sand pit. ]
no subject
I guess. I think I'm just good at holding out on death. You get good at that here.
...And I mean I couldn't let you die trying to lug me out of here. That would be embarrassing.
[But there's a pause before she actually smiles in agreement.]
I guess that is pretty cool when you think about it.