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doors: week one

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Jun 12th, 2022
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  1. 1. You open the door and find yourself face-to-face with someone whose death you regret. Perhaps it is someone from your homeland, or from your previous game; they can be someone you killed, or whose murder you weren't able to solve, or anything else, so long as you have regrets relating to their death. They seem almost sad to see you, shake their head, and shut the door in your face. The door will not open again after that; attempting to knock on it, get back in, or call out will result only in a "Leave me alone!" (or the equivalent phrase for whatever the person you have regrets over would say, with the same sentiment). You will be left in the hallway, stewing in your regrets.
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  3. 2. You open the door and find yourself inside what looks like an abandoned amusement park, where it is perpetually dark and rainy. There are clowns skulking about here, and they don't seem happy to see you. They rush at you, and if you are aggressive with them, they will fight you and try to kill you; if you are not, they will try to force you into a clown outfit. If you are killed by clowns, you will find yourself back in the hallway with healed-over scars from your fatal injury; if you allow yourself to be dressed up, you will find yourself back in the hallway dressed as a clown. Either way, you are soaking wet from the rain. Only four minutes have passed.
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  5. 3. You open the door and find yourself submerged in pure darkness. If someone came in through here with you, you don't remember it - you will believe you came in here alone. You must feel your way around the room to find an exit at the other side, but there are others in here with you, as well; people who sound and feel like those you know. They will try to help "guide you out" - but if you allow them to, they will pull you into a small, enclosed closet that you will not be able to get out of yourself, until the other person who came in with you lets you out. If you are both trapped inside closets, you will eventually pass out and find yourselves back in the hallway, disoriented and blinded for the next thirty minutes. If you manage to find each other and the exit without being tricked, you will find yourselves back in the hallway, perfectly fine. Only four minutes have passed.
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  7. 4. You open the door and find yourself inside an Applebee's. That's it. That's the prompt. You can't leave until you have <a href="https://www.applebees.com/en/menu">finished a dish from their menu</a>. Once you're done, you find yourself back in the hallway. Only four minutes have passed.
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  9. 5. You open the door and find yourself seated in a chair, your arms bound behind you. You feel someone's presence behind you, though you can't see them - they are also seated in a chair. You can speak, but you cannot recognize the voice of the other person, even if it is someone you would normally know just by hearing them. You must play a game of twenty questions to guess who they are. Once you have correctly identified each other, you will find yourselves back in the hallway, perfectly fine; however, if you hit twenty questions without both of you correctly guessing the other's identity, you will both feel a sharp pain in your neck, as if something has been injected into you. You will then find ourselves back in the hallway, disoriented and as though you've been sedated for the next thirty minutes, and you will have a puncture wound that matches a syringe and needle in your neck. Only four minutes have passed.
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  11. 6. You open the door and find yourself inside an art studio. The door vanishes behind you; in front of you, there is a canvas, and beyond that, there is a space for a model to strike a pose. One of you must paint the other, using paints in <a href="https://saturations.dreamwidth.org/3519.html">very specific shades</a>. Once the painting is finished, you both find yourselves back out in the hallway, disoriented. Only four minutes have passed, but the subject of the painting will find themselves overwhelmed by the emotions corresponding to the colors they were painted with for half an hour after emerging from the room.
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  13. 7. You open the door and find yourself inside ... well, no. You find yourselves outside, in a thicket of trees. There is a faint buzzing noise in the air, but it's hard to tell where precisely it's coming from. As you walk along, the buzzing gets louder. Suddenly, there are bees! You can try to outrun them, or kill them, or just submit to being stung. If you successfully lose the bees or destroy them all, you will find yourself out in the hallway, winded. If you get stung, you will find yourself out in the hallway with a handful of bee stings (much less than you actually got), which is probably painful. Either way, only four minutes have passed.
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  15. 8. You open the door and find yourself inside what looks like it was once a park of some kind. It is mostly greyscale - literally, like an old TV show. There are benches, streetlamps, and trash cans along the shattered cobblestone path that leads in a circle around the area, but they’re in various states of disarray. Wilted, grey grass in small, pathetic tufts litters the area, and even the dirt seems to be more like ash. There are stone archways scattered throughout the area, and at its center, a dead and grey tree from which a clock with unmoving hands hangs. You start off fully saturated here, but as you wander about, your color starts to fade, and you find yourself growing weaker and less emotional until you are nearly entirely numb inside and out. At that point you will black out and find yourself in the hallway again, disoriented and feeling devoid of emotion for the next half hour after emerging from the room.
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  17. 9. You open the door and find yourself in what looks like a waiting area. Why don't you take a seat? No matter how long you sit, whoever you are supposed to be waiting for never comes. You don't really have a sense of who you're waiting for, or why you're waiting, but surely after all of these other strange doors there must be something, right? You wait, and wait, and wait. ...until you finally give up. The door you came through opens up and lets you back out into the hall. You were actually free to go the whole time. You're not disoriented. The exact amount of time you spent in that room has passed.
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  19. 10. You open the door and find yourself standing on a seemingly endless road of rainbow loops around in dazzling colors with no barriers in sight. It’s live and die gloriously on the Rainbow Road out here, binches. A huge variety of vehicles are lined up: go-karts, bikes, pick-up trucks, a very confused horse, motorcycles, etc. It seems like someone making this might not be super familiar with your concept here, but is trying hard. As you start driving around it, you can race your fellows in good sport (or bad sport) - there’s friendly signage posted to see how many laps you’ve done, and countdown timers, all the things you’d expect. Unfortunately you’ll find each one of these vehicles is increasingly hard to control, and it might just send you careening off the edge and into endless space … and down … and down … it seems there’s no one to fish you out of it. You get the feeling that you will have to race to get out of here. If you fall, you will fall for an exceedingly long time, feeling as though someone is laughing at you, before you find yourself back in the hallway, disoriented and sore, as if you've just been in an accident - although there is no physical injury on you. If you somehow manage to win your race without falling, you will find yourself out in the hallway again, a little disoriented but vaguely prideful. If you lose your race without falling, you find yourself out in the hallway again, disoriented and motion sick. Only four minutes have passed.
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