Entry tags:
6.0 Test Drive Meme
6.0 Test Drive Meme
Premise & Arrival ֍ FAQ ֍ Apply ֍ Navigation
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.
no subject
But everything is back to normal now. Well, more or less. The desert’s back.
no subject
The desert—
[ For a moment, as he holds the torch out, the words don't make sense. They're so far from what he's thinking about, but they sink in like a dust storm a heartbeat later and his eyes go wide. ]
The desert! Really? So the town changed again? I— didn't expect that at all.
no subject
[While he speaks, he’s wrapping the jacket around his hands.]
The key is always inside one of these torches. This should only take me a moment, so your jacket shouldn’t be any worse for wear…
[Once his hand is sufficiently protected, he reaches into the flames.]
no subject
[ Palamedes should be familiar with the glowing, grateful look aimed his way by now, the number of times Flynn has looked at him this way. He has a low, nagging feeling that he should be the one doing this— stepping up, taking charge, sweeping away the uncertainty in favor of action— and not simply letting Palamedes, competent and calm and reassuring, handle everything. He doesn't want to be a burden mere moments after coming back.
But—
Palamedes wouldn't like him thinking that way, he's sure. He'd laugh about it, and say something about sharing the weight between the two of them, and so maybe it's alright this one time to let him reach into fire for Flynn with Flynn's jacket wrapped around his fingers and buy their freedom. ]
Thank you.
[ He says all the same, soft and sincere, as the key sparkles from within the flames, jutting out just enough to be grabbed. ]
no subject
[Oblivious to Flynn’s inner turmoil, Pal grasps the key and pulls it out of the fire, and then lets it drop to the floor, the metal pinging faintly as it cools.][He unwinds the jacket and shakes it out.] A bit of soot, but no worse for wear.
no subject
You've made it look— what's that word? The one for clothing that's intentionally ragged?
[ Even through his shirtsleeve the key is still quite hot. Flynn holds it gingerly, promising himself he'll heal his fingers if it gets too bad, and shoves himself back to his feet to head for the door. Yuri's out there on the other side. Palamedes will surely understand his impatience. ]
no subject
There will be another puzzle behind it [hopefully Flynn hears this before he gets through the door.] We may be separated, so be careful.
it's glitter time, babyyyyy
[ And so Flynn Scifo, Imperial Knight and captain of notable rank, learns a lesson that he really should have anticipated and not had to learn at all: don't rush headlong into things fueled by pride, because you will end up covered in something sticky.
It's almost immediate. He steps through the door and just like that he's coated, like it glooped out of the ceiling except it's everywhere all at once, which is.
it's awful.
He half-turns (stickly) to look over his shoulder at Palamedes with honey slicking his blonde hair to his face, looking sort of like a particularly pathetic wet dog. ]
What kind of puzzle—
wooooooo
Honey, I think. [He grimaces] This definitely didn’t happen before.
[He looks around the room, but this time there’s no note, and no sign of what they’re meant to do.] Don’t know yet. Come on, there’s got to be come sort of clue. [Pal begins to slog across the room, becoming stickier—and more glittery—with each step. It’s absolutely disgusting.]
no subject
[ A supremely unhelpful thing to say, and Flynn's not letting it stop him from moving— they have a mission, after all, uncomfortably sticky or no— but he does hate it. Every sticky step he takes makes him grimace. ]
Is the bathhouse still functional? I'm not sure how else we're getting all this off.
[ The glitter only comes up to their knees, maybe their hips. If it's anything like the fire before, it'll be the thing Flynn wants to do least at the moment, so...
.....maybe he needs to suck it up and kneel.
Oh, and it's awful when he does. He makes a sound like an unhappy dog as he plunges his arms into the glitter. ]
no subject
[Palamedes has continued forward through the room, waving his hands through the glitter in front of him, when he hears a sort of gloop sound behind him.] Flynn—? [He turns around in time to see his friend kneeling into the muck] Careful there, the last think we want is for you to drown in this mess.
no subject
[ Easier to admit to things like that, somehow, when he's up to his cheeks in glitter and rooting around like some sort of monster looking for tubers. Flynn doesn't even know what he's looking for, and there's glitter in his nose, making him sneeze as he lifts his head with glitter coating him down to his eyelashes to blink balefully at Palamedes. ]
...it really would be a terrible way to go, wouldn't it? Death by sparkles.
no subject
Maybe that’s why the sometimes-sheriff looks so miserable these days.]
It would be an absolutely dreadful way to go. But we won’t let that happen. [He sinks down into the glittery mess and tries to scoop it away, though the stuff keeps rolling back to fill any hole he makes.] There must be a trapdoor down here somewhere…
no subject
[ Now that he knows, the divot Flynn keeps running into makes a lot more sense. It's hardly anything—just a softer patch of glitter he keeps hitting—but it feels different than the sticky-glittery floor around him, and if it's a trapdoor... ]
This might be something, here—if we could uncover it, then...
[ don't mind him scrabbling at the floor like a dog ]
no subject
[Palamedes scrambles through the glitter towards him, the stuff stuck to nearly every visible inch of skin by the time he gets there. His own method of digging out the trapdoor isn’t much more elegant than Flynn’s; he pushes and scoops the glitter out of the way with as much speed as he can muster, until they finally uncover a square of floor with a clear outline and a small metal handle.]
no subject
This is a good look for you!
no subject
[He offers a flicker of a grin, and then gets to the business of trying to yank open the trap door.] I think I might need your help with this.
no subject
[ Flynn says with perhaps more gravity than the situation calls for as he moves over and shifts back onto his knees for better leverage. It is a heavy thing, and their glitter-coated fingers aren't giving them the best grip, exactly, but between the two of them surely it will be doable. ]
Perhaps you'll start a trend—oh, goddess, you should have seen Yuri after the pool was filled with confetti. Our room was coated with it— here, shift to the left, and we'll lift at the same time.
no subject
I vote either the bull or compliments next
When he's gotten himself under some semblance of control, Flynn levers up onto his knees and offers a grinning hand to Palamedes. ]
We've found our door, it seems. How do you feel about being lowered down?
Let's do the bull!
That would be most helpful, thank you.
no subject
[ this is a very bold promise to make when he's actively covered in honey and glitter. The honey, absurdly sticky as it is, should make him stickier and easier to grab but instead it's much worse, and when he grabs Palamedes' hands he more wraps sticky fingers around his wrists and holds on as tightly as he possibly can while they shuffle together to the opening.
This could go terribly. ]
no subject
In some places, Flynn's hands stick to Palamedes' skin, making him wince as the inevitably shift and move. In other places, his hands slip and slide. And yet, Palamedes trusts him. If anyone can manage to safely lower him down--anyone besides Cam--that person is certainly Flynn.
Lying on his belly, Pal wriggles backwards until his legs are hanging over the open trapdoor. As Flynn takes his weight, he tightens his grip around his friend's wrists and allows himself to be lowered down.
At least, that's the idea.]
no subject
Sorry! Hold tight— we'll just—
[ Yes, his heart is still hammering from the burst of adrenaline, and yes, he's probably gripping Palamedes a little too tightly, but... at least the rest of the descent goes well? ]
For the next room, how does Hold Me sound?
By then, Pal can see more of the room below—and it looks strangely like the Cactus Pad. When he’s about five feet from the floor, he calls up to Flynn.] All right, you can let go!
[By some miracle, could they be back in town?]
incredible and perfect let's do it
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
rolled for them: they get at least 20 seconds
(no subject)