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Well Mod ([personal profile] wellie) wrote in [community profile] wellcome2024-04-19 04:40 pm
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6.0 Test Drive Meme

6.0 Test Drive Meme

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

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.

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.
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.

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:
  • 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
Once you answer correctly, the hour glass disappears, leaving a hole in the floor that you must jump through to exit.

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:

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 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 green, when you open the final door, you've escaped! Welcome to Wellstone.

If your room is red, when you open the door, you find yourself back in the first room. Good luck!
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!

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:
  • 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.

andreadallover: (come on if you think)

[personal profile] andreadallover 2024-07-28 02:42 pm (UTC)(link)
[He wants to ask Are you sure? Perhaps give it another few seconds. But it's not as if Młynar knows the boy's reactions. So after a slight grimace, he nods.

The second blow isn't quite as hard as the first. It shouldn't need to be, Młynar thinks.
]
lord_daigonis: (avoidant)

[personal profile] lord_daigonis 2024-08-01 07:28 pm (UTC)(link)
[The sting of the slap barely registers, drowned out by the pain of trying to remember and a strange, familiar shame. He asked Mlynar to hurt him, to humiliate him, and all it's done is waste more time. Mlynar won't blame him out loud if they're recaptured, probably, but that won't make it any less Ademnet's fault. If he can't pull himself together--

I can't do this. Not again.

He doesn't remember what he's so afraid of. Somehow, that makes it worse. The dam opens in Ademnet's eyes, and he wipes away far more than three drops, shaking them off of his fingers and into the cup.]


There. [His voice is husky but stubborn.] Told you I got it.

[Still blinking back tears, he sets the cup down on the plinth.]
Edited 2024-08-01 19:29 (UTC)
andreadallover: (holy roman empire)

[personal profile] andreadallover 2024-08-06 06:04 pm (UTC)(link)
[The boy may have volunteered for this, but it's clearly brought up something deeper that Młynar isn't certain Ademnet had thought about going into this. Młynar should have guessed it might, considering those scars. How selfishly blind of him.

It would surely only make things worse to say anything about it, though. So Młynar simply says, voice neutral and slightly awkward-
] You did. ...Thank you.

[As soon as the cup is set back down on the plinth, a door opens across from them, a light-absorbing rectangle in the midst of all the crystal. At least the boy didn't suffer for no reward.

Mindful of Ademnet's warning that they may yet need to fight their way out, Młynar makes certain he goes through the portal first this time. This is something he can do, and he has to do something. But there's no visible enemy when he arrives in the next room. There's barely a visible anything - it's too dark. But there is a sign, written with glowing ink.

Eat some eyes!

...That doesn't sound promising.
]
lord_daigonis: (suspicious)

[personal profile] lord_daigonis 2024-08-12 03:28 pm (UTC)(link)
[Ademnet makes no effort to be first through the door. The moment Mlynar's back is turned, Ademnet wipes his eyes in earnest, frustrated at his lack of composure. Looking weak and childish to strangers should be the least of his concerns, but it's also the only concern within his control. He should have control of it. It's shameful that he doesn't.

Ah, well. He'll just have to do better from now on.

Setting his jaw, he follows Mlynar through the doorway. The darkness puts him on instant alert, and he reaches out for the nearest wall--only to pull his hand back in disgust. What in the name of Toh...? Wiping his hand on his glittery pants, he leans in toward the wall, peering intently through the dark.]


Hey, uh-- [It occurs to him belatedly that he's never asked for his equine companion's name.] Look at these walls. I got a real bad feelin' we're bein' watched.
andreadallover: (you and whose army)

[personal profile] andreadallover 2024-08-14 04:57 pm (UTC)(link)
[Watched? Well, he supposes that whoever is responsible for this torment would also want to see them suffer in it, so-

Then he gets close enough to the wall, and his eyes adjust enough to the light, to see just what the boy meant.
]

...I think you are correct.

[So wait. They're meant to eat one (or worse, more than one) of these? Just...some eye in a wall? Are these really eyes, or is there some trick going on here?]
lord_daigonis: (avoidant)

cw: disembodied eye trauma

[personal profile] lord_daigonis 2024-08-18 09:53 pm (UTC)(link)
[Without any apparent squeamishness, Ademnet closes his hand around the nearest eye and plucks it from the wall. This feels too straightforward to him. There has to be a catch. The eyes must be poisoned, or cursed, or have some kind of ill-effect. Otherwise, why would anyone hesitate? Eyes aren't the most appealing meat, but still...

He pops the eyeball into his mouth and bites down, chewing thoughtfully. The texture is unpleasant, but not inedible. He swallows and shrugs.]


It ain't terrible. I wonder how many counts as "some?"

[He reaches for another, intending to do this one on his own. If this is a trick to make them eat poison, Mlynar could carry him to safety more easily than the other way around.

...Not that he'll explain that reasoning aloud. Self-sacrificing pragmatism seems to spook the horse.]


andreadallover: (you and whose army)

[personal profile] andreadallover 2024-09-11 05:02 pm (UTC)(link)
[Młynar would, on his own, certainly never choose to eat eyes, but he doesn't balk at the idea of doing so out of necessity. There are plenty of unpleasant things one might have to eat out of necessity, and the experience is over quickly. He balks, though, at mysterious wall eyes that don't seem to be connected to any living creature. The amount of questions this raises is distracting enough that he doesn't think to intervene until the boy is already biting down.

He watches the lad's complexion, looking for any sign of a swift-acting poison. Nothing. But that doesn't rule out something slow, or the possibility the eyes are an instrument for some kind of Arts.

When Ademnet reaches for another eye, Młynar raises one of his hands to block the boy's.
]

Wait. How do you feel?

[If there is poison involved, a second dose could be what makes it lethal.]
lord_daigonis: (thinking)

[personal profile] lord_daigonis 2024-09-20 02:06 am (UTC)(link)
[Ademnet lowers his hand and takes stock of himself. He's anxious to move on, there's a weird aftertaste in his mouth, and the remaining glitter on his skin itches. Besides that, nothing stands out to him as particularly unpleasant.]

Normal, I guess? I don't feel sick or anythin' yet, but that don't mean much.

[He looks up at Mlynar, making no further attempt to reach for the wall.]

What are you thinkin'?
andreadallover: (you think you)

[personal profile] andreadallover 2024-09-24 09:14 pm (UTC)(link)
That poisoning is frequently a matter of dosage.

[Frequency is one part, but so is how much body there is that the poison has to get through. Młynar is the larger man here - it would take more to knock him out.

So he plucks an eye from the wall with his other hand and drops it into his mouth. He grimaces slightly at the texture, and swallows as quickly as possible, but it could have been worse.
]
lord_daigonis: (thinking)

[personal profile] lord_daigonis 2024-09-28 12:24 am (UTC)(link)
I guess. But if we both get sick, don't expect me to carry you. I ain't--

[A door opens before Ademnet can finish the thought. Tossing his uneaten eye aside, he walks over to the door, pulls it open, and peeks warily through. The next room is small, but there's nothing obviously dangerous inside.

Only one way of knowing for sure.

Ademnet walks through.]