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soddersays2018-10-30 04:39 pm
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Entry tags:
November 2018 Test Drive Meme
NOVEMBER 2018 TEST DRIVE MEME
Welcome to November's Test Drive Meme! This month's Test Drive's theme is: WONDERLAND.
All Test Drive Memes contain at least one clue to the Deerington's upcoming in-game events for the month! Keep your eyes peeled! But...not literally.
Characters may die during TDMs, but you do not need to count it towards a game-canonical death unless you want to. Consider it a freebie. All TDMs can be considered game canon as TDMs introduce minor aspects about the world of Deerington that can be revisited by characters later on in the game. You may also use TDMs for your application writing sample as well as AC.
PLEASE NOTE: Due to the nature of November's plot, character arrival prompts are unavailable in this month's Test Drive. Throughout each prompt, all characters will very clearly feel as though they are still stuck in a dream, and are working on a way to get out.
CW: Body horror (growth/shrinking), implied drugging, violence via swords and bludgeoning
Don't forget to tag content whenever necessary. Have fun!
BEGIN AT THE BEGINNING

You're almost convinced you're never going to find the end of this hallway, until you start to see a pinprick of light in the distance. Maybe you even pick up your pace when you start to see it. Regardless of whether you keep at an even walk or you sprint towards the light, you eventually get to the end of the hall. The ceiling has stretched up way out of sight at some point, but there's still a light shining down from somewhere, casting a large spotlight on the only two objects in the room: a fairly large dollhouse on the floor and a table with a cup filled with what looks like punch and a plate with a piece of cake on it. There's a sign, neatly handwritten in black ink: EAT ME! DRINK ME! At least it's to the point.
You can choose to ignore that sign, but as you observe the dollhouse, or the hall you're trapped in, there are two things that might persuade you into realizing it's your only option: 1) There's no door at the end of this hall in order to let you out of it, which means you're still as trapped as you were at the start. And 2) There is a door on the front of the dollhouse and if you squint, you can see a tiiiiiiny key stuck in the lock.
This all might be looking familiar to a fortunate few.
Eventually, you'll have to cave, or end up sitting there forever. Whether you choose the cake or the cup, the moment you swallow, you'll start to feel an uncomfortable ache through your whole body. Soon you can start to feel your bones caving in on themselves, your muscles tightening and shrinking, and your whole body might even start to feel like it's about to implode. It's agonizing - worthy of a scream or two as the magic works through your body, and you see the world starting to become bigger and bigger...
And all at once, it stops. The dollhouse now looks as big as a real house and that key? Is just the right size for your hand. You turn the key, push open the door, and enter into a grand foyer, brightly lit and covered in flowers and ribbons. On top of that? You're no longer alone - someone is in the room with you and they seem to have been stuck waiting for someone to help them explore the house.
TAKE SOME MORE TEA

There is, however, several place settings, several tea cups, and several tea pots. Your favorite treats are stacked high on the plates in front of you, smelling so fresh your mouth is watering already. It seems like a feast just for the two of you and your stomachs are starting to growl. Maybe sitting for a little while to rest and eat wouldn't be so bad, right? You notice name cards in front of each place setting and eventually, you find your own names, neatly printed in bold lettering. It's best to take a seat if you're going to dig in.
As you start to pile food onto your plate, you notice there's a card between the two of you, with a fun riddle printed out for you to solve:
as big as a whale.
I'll approach like a breeze,
but can come like a gale.
By some I get hit,
but all have shown fear.
I'll dance to the music,
though I can't hear.
Of names I have many,
Of names I have one.
I'm as slow as a snail,
but from me you can't run.
What am I?
It might seem like fun and games, but you'll find that as you eat, your mind is getting a little foggier, and the words are blurry and harder to understand. You think it's time to go and you get up from your seat to do just that, but the door you came through - the only door in the room - is locked.
Chances are that riddle is your only means to get that door open. When you finally do solve it, a bright light will appear, and you'll need to stand in front of it, lining your shadow up with the handle, and miming turning it in order to get the door to open itself.
OFF WITH THEIR HEADS

Once you each settle into your chosen square, the game begins. It seems pretty tame at first - pawns moving to various pawns, and maybe one of you is taking charge and shouting for where each piece should go next. Best left to the Knight, likely, considering the strategy needed for that particular piece. And all is well and good and fun - until the first piece gets taken. Or, rather, not so much taken, as suddenly smashed to pieces by their opposition.
It doesn't take long to realize the same will happen to you if either of you are captured by your enemies. You have to rethink now, figure out the best strategy to not only win the game, but to make sure that neither of you ends up dead on the way there. You see the other Knight has a giant sword, one that seems to slice through the marble pieces around you like they're made of butter.
If you fail, you can try and dodge the blast, and you could also choose to run from the start; but there's a high chance the pieces will begin to revolt and come after you. You can either play the game or try and fight your way to the door. An interesting dilemma, considering that you're unarmed.
I AM NOT MYSELF, YOU SEE

Some of these rooms may hold memories playing out like strangely made stop-animation films; clay versions of yourself and anyone who was in the memory with you, mocked up to put your deepest secrets or your happiest moments into a visual reality. Other rooms may hold objects that relate to your very being - either physical items from home that were exceptionally important to you or metaphorical symbols of who you are as a person. A heart for loving, a stuffed lion (or a real lion, though you'd better hope it's friendly) for courage... All those stereotypical links people have created to show who they are over time.
There's no choice but to keep searching these rooms, though, learning more about yourself and your companion than either of you probably ever wanted to know - because eventually, one of those rooms? Is your ticket out. You'll know when you see it. A giant mirror will be leaning against the wall, the image fuzzy and rippled and not at all the reflection of the room around it. If you put your hand to it, it will sink right through. So long as you don't shy away in fear, you've finally found the end to this dream - or nightmare, as the case may be for some.
no subject
[Well. Usually. In the past he might have been known to take one for the team even though he was no good at physical combat. But he'll definitely be careful for her sake, as her life is in his hands.
A bishop slides across the floor and faces off against the opposing knight, crushing it to pieces. The sword drops with a clatter, easily within his companion's reach.]
All yours!
[Now he just has to figure out how to get the other one for himself...]
no subject
It was muted, dull. She didn't like that, but it would have to do.]
I'm going to stick to the simplest spells. I'm not sure I trust anything truly powerful right now. They should do for these. [The other side had finished its move and she smiled a little.]
Let us make these pieces regret getting in our way, yes?
no subject
[All the pieces could turn on them, and that would be a mess. Literally. Hopefully he didn't even have to say that to her, but he'd rather have crossed all his Ts than not.
Simple spells are good. Even if she could destroy every piece in this room in one fell swoop there's no way of knowing how they'd be punished by the room itself. He doesn't know enough about how these dreams work to take risks.]
And I'm not sure any of these chess pieces have emotions, but I do appreciate the idea.
no subject
[She'd faced ugly odds, but why push it? Waiting, her eyes scanned for openings, not spouting out one or two after the first time she saw what looked like an opportunity that would have been far more costly after the next move. It was hard to see beyond two or three moves.
At some point, however, the inevitable would come and there was a chance to move forward and claim the other of the knights.]
Are you thinking it is time? I can send its blade back to you if you send me forward.
no subject
You should be in the clear. [Though she'll have to move down the turn after.] I think the swords were meant to be taken, so you shouldn't have any trouble.
[If she does they'll have to re-evaluate the whole situation and that won't be fun. This is a fairly simple answer, though, and from what he's seen so far it doesn't help to overthink things.]
no subject
A spear of earth shot up from the tile beneath the knight, sending it toppling to the ground, shattering as it struck. She watched the rock descend into the tile again and picked up the second sword before sending it skittering to Doug with a wink.]
I suspect that the pieces are designed to be defeated this way. Likely magic. We might be able to fight them ourselves, but 'taking' will work without fail.
no subject
[They're already starting with a handicap, after all. They'd had to work for their weapons. Frankly, he believes they should have just been able to touch the other pieces to have them explode.
Maybe they could have? He hadn't thought to try punching a bishop in the face. He likes not having all of his knuckles busted. At least this way there's no potential damage to himself. That's how he prefers things.
He reaches down to pick up the sword. The other pieces are taking their turn as he does.]
I'm not gonna look nearly as fancy when I use it.
no subject
[She smiled and turned back to wink at him. At least the move that had been played out around them wasn't threatening either of the two of them.]
It isn't really about appearances so much as results. Have you a thought on how we are going to threaten their king?
no subject
Doug hefts it carefully, turning it around in his hands a couple times to get a better look at the blade.]
By trapping it. Same as any good game of chess.
[He takes a few steps for the first time since the game began, maneuvering himself in a position that's both safer and gives him a decent shot at their queen if everything plays out right.]
If the rook moves next, take it out. If not, move yourself next to that lone pawn up on the right.
no subject
I think that I understand. Use their pieces against them. [And when he said that, the rook moved almost obediently into position. Vira-Lorr strode forward confidently and, when the spell echoed, a small bolt of lightning shot down to shatter the thing. Her arm raised to shield from a few scattered pieces and she coughed, shaking her head.]
Sorry, I should probably have warned you.
no subject
It's alright. I saw it coming.
[He couldn't exactly get out of the way, seeing as that would mean leaving his spot, but he managed to avoid any damage. Being able to read someone's intentions quickly helped with that.]
And that should be... check.
[They hadn't won, not yet, but the board shuddered for a moment in recognition of that call before the other side took its turn. With some luck they'd have this finished soon.]
no subject
Should I remain to keep it hemmed at this angle?
no subject
[He'll be watching her back too so he can yell out in the event that she doesn't realize she's leaving herself open to an attack from another piece. Not that any of the other pieces can move as long as their opponent is focused on keeping its king safe.
The game is all but won, now. It's just a matter of making it official. Once they call it, he's certain a door will open. It's another riddle to solve to move forward. Whatever comes after this might not even be the true exit. They could be at this forever.]
no subject
And by the looks of it, she was pretty sure he could sneak in a way to block the last exit that it might have, along with her and a bishop on their side.]
I believe you may have the killing blow here.
no subject
[He'd been willing to let her have that move if it worked out that way, but a victory is a victory. All that matters is getting out of this room. It's not important who lands the killing blow.
Of course he might not have to make any actual strikes at all. Winning should be a matter of moving onto the right square and saying:]
Checkmate.
[The floor rumbles and shakes after he says this, and all the pieces around them begin to crumble.]
no subject
I do hope this is the worst of it. I've had quite enough fun for one dream. How about you?
no subject
[But he's an X-man, so danger is a little more commonplace. You don't typically get to live a peaceful life when you're born a mutant in his world. He tried it. Not even the internet was safe.]
Let's not make any bets on how many rooms we still have to go.
[He doesn't want to jinx it. He doesn't even want to think about it.]
no subject
[Her sword on her shoulder, she walked towards the door and held it open for him. Either way, they were one step closer to being done with this.]
(OOC: FtB or play out the memories? Your call.)
no subject