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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.
Sŏkta / Creeping Dust 💀 Original Character
💀 about
The First Room The Third Room: Cry For Me The Fifth Room IT'S ALIVE! WILDCARD
third room
Pity. Well, there are other ways to cause tears.
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[ Not much, he assumes. Must he do everything? ]
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Oh, if you'd like. Would you prefer pain? Fear? Or something more beautiful?
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Pain it is. A pity I don't have my knife.
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He surges forward with the intent to take the man's wrist and twist it uncomfortably backward ]
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Go ahead. Don't be wasteful.
[ If he's doing this, it had best count. ]
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Twisting harder, he brings their faces closer together. It's a strange sort of intimacy, one he's finding he rather likes: being in control like this.
He keeps his voice light, teasing, as if they're having afternoon tea: ]
Any hint of a tear? Or is this too easy for you?
cw: weird masochist flirts with vampire
You'll need to put your foot in my back.
[ Maybe dislocate his shoulder. Slowly, preferably. ]
cw: consensual joint dislocation
Oh, I would be delighted.
[ He does it, twisting harder and pushing him down and pressing his boot into Sokta's back. He isn't actually all that strong--if Sokta wanted to get out of this, he certainly could. But if he doesn't, Astarion will keep pushing, the need for tears completely gone from his mind ]
Re: cw: consensual joint dislocation
cw: consensual joint dislocation
Re: cw: consensual joint dislocation
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cw: drinking blood
Re: cw: drinking blood
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the fifth room
The girl is chewing her lower lips when she considers it, and when she hears his voice, she instinctively tries to look in his direction. Even though she obviously can only see a wall. ]
What do you mean..?
[ The girl sounds confused, and more than a little worried. ]
What would happen to you then?
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I don't know. I'll deal with it.
[ Pessimistic as he may be, he is also certain that he will carry on. One way or another. ]
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[ No matter how badly she wants to get out of here-- she can't bear the idea of him just being stuck here. Of him having to find some way to deal with that. The girl's voice sounds a little shaky with worry still, but there's a determined edge to it, like she refuses to let go of the answer she just gave. ]
That isn't fair to you. And this place.. It's so cruel. It might hurt you if you stay behind.
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Things are not always fair. Rarely, even.
[ Although, while the games have been ridiculous... one was able to get here by following the rules. Maybe he should rethink that assessment. ]
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[ Granted, this is still a risk.
It makes the girl's tone take on something two-sided. There's some determination in her voice, like she really does want to convince the other of this, but also a little bit of hesitation.. mostly because Olympia is so worried about what would happen if she's wrong about this one.
And there's a big chance she's wrong. ]
If we write each other's name, then we'd both have to be able to go out, right? I mean, they-- They didn't say it's a 'majority wins' sort of vote.. If we're both answers to the question, then we both get to go, don't you think..? [ God, she sure hopes that's how it'll work. That it won't just trap them both in here. She'd feel awful. ]
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There's no way to know right now. The girl is going to do what she is going to do. He's only going to protest so much. ]
Do what you want.
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Then.. What are you going to do so?
[ So she can't help but ask, can't help but fall back on that question, sounding a little more worried again. ]
Are you going to pick my name?
[ That's what it sounded like he was going to do initially, after all. ]
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Take this as a lesson: commit to your convictions. It no longer matters what I do.
[ He does pick her name, without any further hesitation. ]
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Except there's no time to do so. The moment she wants to say something, the thing prompts her to pick a name already since the other name has been placed, leaving her with nothing but her instinctive choice, which is to put the name in there that isn't her own. Even if it goes wrong, hopefully it at least means he escapes.
But the light turns to green, and she pushes against the door, and it opens.. into the lobby of the familiar Staywell. Or maybe not-so-familiar, considering for just how long she's been away from here.
Olympia quickly turns around though, trying to see if she's the only one who escaped or not. Her tone sounds worried as she calls out: ]
Sir..! S-Sir..?
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it's alive
You deserve worse.
Arthas goes still after crushing the insect with his mug, realising that someone has noticed. It shouldn't surprise him — being a large man who looks like a well-preserved corpse can make you easier to spot in a room than most — but he forgets that's what he looks like. It's not what he expects to see when he looks at his reflection, even though he can always see his own hands, and the fingers wrapped around the cup seem to work just fine, even though they look like they belong to someone frozen to death. ]
Yes, thank you for your keen observation. I hadn't noticed.
[ The irritation isn't intended for this stranger, but he would have if he were any good at separating the two. ]
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Sokta does not remember, and the physical sensations have been confusing. However, it only becomes clearer with every encounter that he reacts to the dead. He's not sure what to do with a tortured undead at the cursed diner. ]
Judgment seems to trouble you.
[ And maybe you should unpack that. ]
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Arthas ends up shoving the cup away with a sigh instead, leaving a gross smear of bug behind. Making a bigger deal out of it would only prove him right. ]
Find me one person who appreciates judgment from an insect before noon.
[ It's not the judgment, it's the circumstances!
(No, it's the judgment.)]no subject
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[ Arthas is considering reconsidering picking that fight. ]
You are free to accept and enjoy the little bastards all you like; I refuse to be convinced of their lies.
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[ He snorts a laugh and rises languidly from his seat. He gives the big dead man a hardy pat on the shoulder. ]
Enjoy yourself.