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
"I can't agree!" He finally manages, and has to rush to justify it. "We know that's an inappropriate choice. It's the only thing I can really be sure of. And, if nothing happens when we go into the others, that will also be evidence that we've chosen correctly."
no subject
Electrochemistry says, And we have a powerful drive to see women getting undressed.
No we don't. Not today. Do not do that, says Volition.
My argument still stands, says Logic.
He will respond best to the logical argument, notes Rhetoric. Present the facts as you see them, and really lean into this being the sensible option.
Harry has spent several seconds too long nodding thoughtfully as this plays out in his head.
"But what would happen if we chose wrong? We don't have any evidence." Harry knows about evidence. Evidence is part of being a detective. This is pretty much the only thing he knows about himself beyond self-evident facts like being middle-aged, exceptionally cool, and almost definitely not a woman. "This is a necessary step to cracking the case of the Mysteriously Labeled Doors. Otherwise, we'll never know if what we choose is also inappropriate."
no subject
He looks, alarmed, at the man beside him, visibly working out this calculus with brows drawn together in abject worry.
If they do, in fact, need to test this, then shouldn't he as the knight here be the one to volunteer for the braver choice? It would be cowardly to then say yes, alright, but since it was your idea you take the fall if we're wrong. Flynn should stand up and take the risk.
Or is this another sort of moral test altogether? Shouldn't he be standing strong in defense of the women of Wellstone who have a space of their own they presumably do not want invaded by two people who don't fall into that category? It isn't precisely that they need defending—he's sure Gideon, at least, would be offended by the very idea of it, along with quite a few others—but then suppose Flynn is the one going along with this and it's all a trick of some kind to get him to allow this man into a room not for him?
Maybe he isn't equipped to decide this. Maybe it's arbitrary. What constitutes a woman anyway? Flynn has a sort of vague idea, Cecelia-and-Estelle-shaped, which includes Dax and Camilla and Gideon and Olympia, but he couldn't actually lump all of them together in any meaningful way except that he is not that, but then what is he? Not circle, surely. Tentacle? That brings him right back to the original problem: should one of them go into the door marked Women, to test it?
Flynn looks at the door.
He looks at the man next to him.
"I think," he finally says, careful and a little strangled, "that this isn't really a case that needs to be cracked so thoroughly. It's clear that's the one door not meant for us."
no subject
"That's why I'll test it," he volunteers. Bravely. "Sixty seconds, in and out. You can time me. You can stand watch, to make clear this is an official investigation. No funny business."
A voice in his head rears up in support of funny business, but Harry dutifully ignores it. He is being a good detective.
no subject
Flynn starts, but clamps his teeth shut, wavering uncertainly. There is a certain amount of authority radiating off him (or, maybe, Flynn is imagining that there is) and it's hard to argue in the face of it. Maybe it really would be useful, so that they have the data...?
Still. He looks at the door again, biting at his own lip.
"If," his tone firms up into something ringing with just a little bit of the command he barely remembers, "there is anyone at all currently in there, you're to leave immediately. Don't look around, and knock before you enter. Coming in unannounced would be wrong."
no subject
You are acting as his partner, murmurs latent cop instinct. Don't let him down.
"Yessir," says Harry, warm and casual, and he goes to the door labeled Women. There is an urge to give a quiet little knock and then barge in; there is a competing urge to pound on the door with all the practiced force of a cop who has knocked on a lot of doors.
He does the cop knock. No one responds, so Harry turns to Flynn and gives an earnest, "Wish me luck!"
Then he strides into the women's locker room, and the door swings shut behind him.
no subject
She does a double-take when she realizes the other occupant is definitely not any woman she recognizes at all. Or...woman-presenting at all. Actually--
Her eyes widen as outrage starts to strike, mouth opening with voiceless outcry, starting to get red in the face.
Run, bitch.
cw loser creep behavior
Harry stares. He appreciates. He looks for way too long, way too openly.
Stop staring. Explain yourself.
He absolutely fails to do this. Worse, his expression settles into a reflexive smirk under the bushy mustache. It makes him look like an absolute sleaze.
"Thank you for assisting this investigation," he says all in a rush, and then books it back out the door.
no subject
The problem is that Flynn hears his voice. Muffled—he can't make the words out at all—but words no less, which means that he met someone, which then means that he failed at the most basic order Flynn gave, which means—!
Which means that when Harry bursts back out of the door, guilt spikes so strong and hot through Flynn that it's impossible to keep from his face.
"What— did you—" he gets out, flustered, useless, half-expecting someone to burst out behind him accusing Flynn, too, of willful perversion.
no subject
He throws open Aqunid to escape into, and also in the name of continuing investigation. That might go over better if he dropped the smirk, but he's not actually sure how to turn it off. Is his face stuck like this? Is this what happens when he panics?
His new partner does not look pleased. Spare him the details. Downplay the situation.
"If you use the wrong door," he confides, "anyone in there will stare at you, and it will be very embarrassing."
no subject
Fortunately for them both, should Cece decide to chase the culprit down, she'll find an empty lobby. The Aqunid door swings shut, and Flynn marches closer through the damp quiet, his eyes narrowing. The expression he is looking at does not bode well.
"So," he says, low and sharp, "There was someone in there? And you didn't look away?"
no subject
The expression— (Not just any expression. It's the Expression. Capitalized.)— looks ever more pained. Less like a smile, more like a grimace.
"I walked away. Very quickly."
no subject
no, he tells himself with the distance of a man midway through panicking about something, and redirects onto what matters, which is the horrifying grimace-smile of the man in front of him. Does it change anything to know whether he looked or not? Probably not. It will likely just make Flynn feel worse, and it won't fix the fact that maybe he did, so—
"It's clear," his voice is precise enough to cut, "that this is not the place for experiments!"
no subject
"I'm sorry. You're right, okay? It was a bad idea."
He glances nervously back towards the door, which probably does not help his image here.
"You were just a bystander. This was my fuckup."
no subject
"You pulled me in to this experiment. Dodging responsibility for that would be wrong, and I won't do it. Did you learn anything useful? Did you ever want to?"
no subject
"Sorry. I'm sorry. I made it weird. This was supposed to be a normal investigation."
no subject
It lasts for a few seconds after that, stretching out into a ringing sort of silence before Flynn's age or his conscience or both pick at him, and he bites at his lip. It does sort of ruin the effect. So does the way his hair is starting to curl up in the steam.
"At least tell me this," he starts, almost conciliatory, certainly suspicious, "were you really trying to... make this normal? Or was it an excuse?"
no subject
(What else would you be looking for? Is there any higher reward than bare skin, soft curves—)
(You would never let such impulses intrude upon the sweat-stained sanctity of a locker room.)
(You would. But it wasn't the goal.)
"It was about the investigation." He looks at Flynn with a great, mournful weight of self-disappointment in the slump of his shoulders. "I think I panicked. I should apologize to her."
no subject
He uncurls the set of his own shoulders a little, inclines his head like a peace offering, and smiles slightly to seal it. "As long as you're sincere, I'm sure she'll understand. And we have learned something about the baths."