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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.
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On the out breath, he's already trying to get to his feet again. ]
Alright.
[ It's half for his partner and half for him, an affirmation to shove the adrenaline from his shaky limbs. ]
Thank you. I shouldn't have let fear get the better of me. You're alright? Unhurt?
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[Once again, Ademnet offers his branded arm to Flynn to help him up. It hasn't yet occurred to Ademnet that he has no shirt on, but boy will he be flustered when it finally does.]
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[ It occurs to Flynn only after he's been helped to his unsteady feet that he is touching an awful lot of bare skin and they're standing quite close. He goes red to the ears (warm skin, gritty with sand—) and makes a squeaking sort of embarrassed noise as he lets go to stand on shifting sand.
Thank the very Goddess herself for— ]
There's a door!
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Oh, pound me bloody.
--except he's still half naked and sweaty to boot.
Flustered, Ademnet takes a step back and folds his arms across his bare chest.]
Great. Uh...lead the way, yeah?
[Help.]
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[ Flynn flashes him a shaky, grateful sort of smile. They have to stay on task: that's what matters here. His lingering fear and adrenaline can be channeled into action at the very least, and even if his nerves are alight as he picks his way over the sand to the edge, that's fine. He'll let the fear sharpen him. Falling prey to it— that would be the worst thing to do.
He pauses to offer a hand up out of the pool, though it's quite a small lip. ]
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Thanks.
[He turns back toward where he entered, his eyes sweeping the room for any sign of danger. Finding none, he falls into step behind Flynn like a trained bodyguard.]
Think it matters which of us go through first? If it's goin' to pull one of us under like that again...
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I'll go first.
[ There's no other answer, is there? There can't be if there really is a risk one of them will get yanked into more danger. Flynn knows he can handle it, and more than that, he knows in the core of himself that he has to be the one to face it. That's what makes a good knight, he thinks, although he can't back that up with anything but a vague memory of a code he doesn't remember swearing to.
That's alright. Flynn can try to live it all the same. He flashes Ademnet what he hopes is a confident smile over his shoulder. ]
That way, if something does happen, it won't hit the both of us at once. We'll be able to handle it.
[ It should, maybe, be a discussion. Flynn should let him have a chance to argue a point of his own.
He does not. Having decided that it's the right course of action, he simply steps forward and pulls open the door. ]
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I wasn't askin' you to risk it! Dal's tits, be sensible.
[The irony of this admonishment coming from himself is lost on him. He scowls at Flynn fiercely, his brown eyes ablaze with concern.]
You almost died back there, and you know it. Besides, you don't know a poxy thing about me. You got no idea if I'd jump in after you again. What good is gettin' yourself dalpoundin' killed goin' to do anybody, huh? Toh's prick.
[He looks at the door and takes a deep breath.]
You're already winded. I ain't. If somethin' like that happens again, I can hold out longer than you. That's common sense, yeah? I'll be countin' on you to pull me out if need be, but I'm goin' first.
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[ Flynn says, soft in the face of all that conviction.
He doesn't like it, really. The sense that he should be first— that he should be the one to face the danger, and keep it from anyone else— is so deeply rooted in him that he isn't even entirely aware of it. It's the air he breathes, unable to be contradicted except, maybe, by some very sudden and fierce words and implacable logic.
He can't help but add, even as he shifts aside, ]
You wouldn't leave me there. I know that.
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Nah. I wouldn't.
[And he's sure Flynn won't abandon him, either. Reasonably sure, anyway. Which is reassuring, because drowning in hot sand would be a blinded miserable way to go.
Steeling himself, he steps through the door and into a narrow, spartan room. He peers around it warily, but finds no obvious threats.]
Seems safe enough. Careful, though--with both of us, it might be a tight fit.
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Which doesn't stop him from repeating the soft "understood" like a good knight and stepping into the space behind Ademnet.
Or, well.
He thinks he's behind him. He's sure he is, and then Flynn steps into the little white room, blindingly bright, and finds himself alone.
He pauses on the threshold, his breath catching sharp. ]
That isn't good.
[ Four walls, a floor, a ceiling, a pedestal. Flynn's voice echoes. ]
Are you still there?
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Corbie business. Blind me, this ain't good.]
Still here--I ain't moved. You all right?
[He searches the walls for some kind of opening, some way to break through to where he hears Flynn's muffled voice. He doesn't find one.]
I'll figure this out. Just stay calm, yeah?
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[ Flynn says, crisp as a status report, his voice echoing. He hovers just inside the doorway for a moment, looking around for any hint of Ademnet's direction. Obviously the normal rules of rooms aren't working here, if they can take a single step and be transported— well, not away, really. If Flynn pushes past the burst of worry, he can think about it, and even in the last room he'd only been shoved down under some sand, not taken out entirely. If he can hear Ademnet, then he must be at least nearby, and he doesn't sound hurt.
He risks a step, cautious, after testing the floor with a foot to make sure nothing gives beneath them. Behind him, the door closes, sealing them away.
Flynn wishes sorely for his sword. His fingers clasp on instinct for the open air at his hip; embarrassed, he lets his fingers drop again. ]
Tell me what you're seeing. In front of me are the same four walls I was expecting and a pedestal with...
[ ....definitely not good. ]
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[Ademnet eyes the instruction warily, muttering the words under his breath. He looks over the two names, his brow furrowed with concern. One of us gets to leave, and the other one gets stuck here. That's just dalpoundin' cruel.]
Think this is some kind of trick?
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[ Flynn pitches his voice louder to make sure he's heard, and it bounces oddly off the white walls, muted and echoing at the same time. He wishes he could see Ademnet's face, so they could talk about this properly.
Maybe that's the point. Flynn's heart quickens. ]
Since we've been divided, it could be trying to turn us against each other. Easier to make a selfish choice when you can't see the consequences, I suppose.
[ What a dishonorable thing to present them with. ]
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[Ademnet's not sure where his vehemence comes from on this subject, but the emotion in his voice is genuine. Despite his words, he picks up Flynn's tile and sets it in the podium. Whatever happens, Ademnet's conscience is clear.]
Just sayin', I ain't goin' to judge you. All right? Do whatever you got to do.
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[ Flynn says, like it's clear and easy. It is. Of course it is: there's no question in his mind of choosing himself. He wants to get back to Yuri more than anything— it's a physical pull in him, tugging on his lungs and his belly and his bones— but Ademnet is new to this. He has never been here before, and he deserves whatever freedom waits for them above. Flynn can't say what freedom that is, and he hates the idea of leaving him to face it alone, but if it must be one of them, Flynn knows he can figure something else out. Yuri would agree with him. It's the right thing to do. ]
If you do manage to get out of here, and we're where I think we are, ask for Yuri. If he's anywhere, he'll help you understand what you can.
[ The appropriate tile is already in his hand. ]
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Nah, don't do that. I already put your name in. We're just goin' to cancel each other out.
[That's how it works, right? The person with the most votes leaves? That's how Ademnet assumes it works...]
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[ Flynn can't really understand the theory behind this, but he knows he couldn't possibly vote for himself, and Ademnet— of course he opted for Flynn's name. Of course he did. The supportive glow of warmth makes him smile.
He places the name down without a single regret.
Green flares around them both, all at once. ]
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[Ademnet blinks at the sudden lighting change, uncertain what to make of it. Green's a good color, right? He's always liked green.]
Hey, uh, Flynn? Did your room just change colors, too?
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[ Flynn says tersely, suspicious despite himself. Green usually means something good, doesn't it? But this town can't be trusted, and the quick response...
He swallows back his worry. ]
The whole room. Did you hear that click?
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[Ademnet walks toward the door warily, trying to head off the offer to test it first that will--he suspects--leave Flynn's mouth momentarily.]
Guess there's only one way to find out what it means.
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[ Flynn says, true to form, already moving toward the door with his heart hammering away between his ears. The room shimmers green around them. Freedom beckons. It is, he tells himself, likely just another trick.
To his credit, as his hand lands on the handle, he pauses, and then calls, ]
Or together?
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[On three, he turns the handle and barges into the lobby of the Staywell. Wherever this is, it doesn't seem to be another puzzle. He looks around to check for Flynn.]
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Oops. ]
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