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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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He thrusts his hand in and retrieves the key. Then walks to the door.
Before he was calm because of the effect of the circle but uncertain and trying to appeal to Light’s reason while also aware light could be dangerous. He had seemed unfinished. Or just a young man figuring things out. That man is gone.
The look on his face now is entirely different. His expression is unreadable. A fire lives in his eyes. His gaze is sharp and piercing. His posture is perfect and his steps make no noise as he motions for Light to move. Steam rises from where the key touches his hand. Sweat being burnt off. He waits.]
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Maybe the fungus got him, too. That would leave some scuffmarks on his pride for sure. Though God only knows what else happened last month while I was confined...
Without a word, Light steps aside from the door to let Diluc work.]
Feel free to pick the rooms
Fingers of light from the torches don’t pierce the darkness beyond. He steals the key from the lock. He pockets it and holds up a hand to Light.
He listens. There is a fresh breeze passing through. But he doesn’t hear anything alarming. He nods once and slips into the darkness. He doesn’t bother to make any light. Nothing jumps at him as he walks into the hallway. Just like the room is square grey stone. His eyes start to adjust to the darkness as he walks.
The hallway is short. The door beyond it is ajar. He pauses and looks at Light, and pushes it open.]
Room Two: There Ain't Room
Would it be cheating to detach the guns somehow and take them with us?
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No magic. No mechanisms. It is just firmly in the barrier.] No wards. They’re not trapped.
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A mote of fire blooms before him on will. The barrier glows. The mote of flame vanishes. He narrows his eyes.] Magic eater.
[He uses any magic and that barrier will suck up his magic like a damn sponge.] I assume these things are somewhat delicate?
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[Taking up a position behind one of the guns, Light pivots it to aim at one of the targets that doesn't look like him or Diluc. He pulls the trigger, and a hole appears in the cowboy's gut.]
The tricky part is aiming; the rest is pretty foolproof. The real question is, what are we supposed to be aiming at?
Cw: blood, burns
He looks down. Flashes of memories curl in his mind. He pulls his shirt up. His chest and stomach are covered in scars from battles and now, a bullet hole seeps blood.
He steps away from the barrier and the fingers of his free hand glow with heat. He wraps them over the hole. There is a horrible searing sound as he burns it shut. He breathes through his nose, but doesn’t acknowledge the pain. His face is a few shades paler.]
People have shot those at me before, but no. I have never used one. [He never needed to.]
Pick another target. If we’re wrong, I’ll seal the next one.
cw: blood
Shit! I had no idea that-- [He takes a shaky breath, and offers Diluc a deep, apologetic bow.] I'm so sorry. Are you all right?
[So much for not shooting anyone.]
cw: blood
I’ve been worse. [He winds the strips of torn shirt around his arm. He checks the burnt shut bullet hole. It will heal. Maybe scar but that’s fine.] We need to keep going.
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[Still shaken, Light looks over the gallery of cutouts. The conclusion of what he should be aiming at is obvious, but...
Just aim for the extremities and hope for the best.
Gritting his teeth, he aims the gun at a cutout of himself and fires. This time, to his great relief, no one bleeds. He shoots a neat hole through another copy of himself, then turns to Diluc.]
It wants us each to shoot ourselves. I'll finish my set, then help coach you through yours. [Drily:] Here's hoping you're a natural at aim.
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[The heat vanishes from his fingers. He doesn’t need it for now.]
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[He concentrates on the targets as he speaks, taking out the rest of his one by one. He's not fast, and his shots aren't textbook, but he gets the job done.]
You're up. If you get down to the gun's level and look through this sight, you'll get a better idea of where your shot will go. Take your time.
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The first shot is solid. He pauses, repositions to adjust for the faint recoil he felt, bracing himself better and the second shot goes right through the center of the farther target. The third is through the chest, but the barrier drops the guns vanish. Diluc straightens up.
He walks to the door and tries it. The door opens.] Lets see what’s next.
Room Three: Love Me
"Exchange five sincere compliments each. Don't break eye contact."
[Seriously?
Incredulous, he folds his arms and turns to stare at Diluc.]
This might be hard. No offense, but I don't really know anything about you.
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You could be an asset to this community if you tried to be one.
[That’s three. He crosses his arms over his chest.]
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Light's first impulse is to look away, send Diluc's insufferably smug ass straight back to start, and hope for a more intelligent partner on the next attempt. His second impulse is to realize that giving Diluc the pleasure of a petty reaction would be losing.
So instead, he laughs.]
Nicely done. Three more sincere compliments, and we'll be good to go.
[He sounds genuinely amused. Add "good liar" to that list.]
You care deeply about everyone here in Wellstone. I genuinely admire that. You've got guts--the way you handled being shot is proof of that. You're a natural with a BB gun. The tricks you can do with fire are really cool. And for five...well, don't take this the wrong way, but you're a good-looking man.
[Five compliments, all genuine, and not a trace of ill-will or backhandedness among them. Now who's wasting time and failing to be a team asset, Diluc Ragnvindr?]
Like I said, though, it's hard to do this for someone you don't know. I'm happy to tell you more of what I know about myself if you're struggling.
[Eat shit.]
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Light isn’t- a flash of a mask and dark clothes. Flickers of sickly fire in his mind’s eye. He speaks instead of dwell on the memory fragments.] You impart information quickly and concisely.
You have a strong sense of conviction.
[There is a click of the door after that one. But for Light he adds,] How quickly you adapt is admirable thing.
[He walks towards the door.]
People sling magic around you and you don’t flinch from any of it.
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I could almost understand thinking I'm wrongheaded, but not trying? What the hell has this idiot accomplished here, exactly? Watching everyone die miserably again and again? I've been here a month, not counting the fungus. What's his excuse?
None of Light's fury shows, however, and his voice is amiable as ever.]
Why would I flinch? I've got no reason to distrust any of you. Your skills are an asset to the group. I just wish you'd extend the same courtesy to me.
[A beat.]
I'm probably going to regret asking this, but I have to know. What would it take for you to believe I'm trying? To be an asset, I mean?
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It’s how you look at the efforts and intentions of those around you. You come across as working beside a team, not within it. It feels like you have a specific view of the situation and that enough effort on your part will solve it.
[Light and light alone’s efforts. There in lies the problem.] Earlier you assumed I thought you would bring harm to someone with a gun. That’s twice you’ve assumed.
I do not think you reckless and I didn’t think you would immediately use a gun for harm to your fellow Wellians. At the time, I was studying the set up. Specifically the barrier. My fire is essentially like another sense and a limb, both.
The barrier was pulling on it ever so subtly.
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Don't take this the wrong way, but aren't you projecting a bit? From my admittedly limited experience, you think conversations end when you dismiss them, and you walked in here expecting me to just fall behind your lead without any discussion about it. Coupling that with your surprise that I don't find magic intimidating, the impression I get is that you've got a position of power where you come from and aren't really used to being questioned. Am I off the mark?
[He does, however, cross the room to join Diluc. This conversation isn't nearly interesting enough to risk being trapped here for.]
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I have met a fair number of people here who reacted badly to magic. You are the first in a while that is without magic that treats it like another part of the scenery.
I walked ahead of you because if something tried to kill us, it is better I take that blow. With you behind me I can freely use fire ahead of me. It wasn’t guts that let me take that bullet. I’ve been through far worse with opponents that can do as much damage as I can. It makes more sense for me to take the damage while you use what you’re best at, your mind.
But I understand, from now on I will be much clearer and discuss actions and choices with you first. However, if a creature attacks, please follow my word.
[His own safety is irrelevant. Prehaps a flaw. Prehaps not.] My objective here is your safety.
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Cw: insect descriptions
cw: big old bugs
cw: big bugs
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Cw: bugs, arson,
cw: blood
cw: blood
cw: blood
cw: blood
cw: blood
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\wrapped