WARNING: THIS INTERACTIVE STORY IS INCOMPLETE! PLEASE DON'T PLAY YET OR YOU'LL SPOIL IT FOR YOURSELF!!! TRYING TO GET IT FINISHED UP DURING CAMP. THANKS FOR CHECKING IT OUT. I APPRECIATE YOUR PATIENCE! GOD BLESS!
Introduction (Plot Point 1)
“UNFAIR!”
you huff simultaneously as the two of you watch yet another pair of spies head down the hall on their way to a mission filled with bad guys, lasers, explosions, and more action than you could dream of. The elevator closes and you blink back to your own mundane realities; looks like you’ll be spending this uneventful workday sitting in your same old squeaky chairs at your same old boring desks, staring into your same old abysmal computer screens like you’ve always done since being hired to work as Base Operatives here at W.I.L.L.O.W.I.S.P.. Your job is simple. Monitor surveillance footage. Listen to phone calls. Analyze security photos. Pinpoint suspicious activity occurring all around the world from the discomfort of your cubicle. Half the time, nothing even happens. But, on the rare occasions when you do come across something, your hearts sink at the realization that more experienced personnel will actually be assigned to investigate in person further, while the only recognition you receive are a couple of proverbial pats on the back...
Play Point 1
talk to each otherExplore their relationship, establish character backstory, discuss the other spies, talk about boredom...
Other agents are seen working at their cubicles. Nearly everyone on this floor is a Base Operative just like the both of you, but Bruce Machete hangs around a lot. He always has something to say about Someone Elsewood, and it's not good...
Right now, your task is to keep an eye on several banks' security vaults around the world that are at risk for overnight theft. It doesn't seem that anything exciting is happening at all. You could almost fall asleep...
Whatever else you or the players can think of within reason. Go exploring around this World Anvil site to learn about W.I.L.L.O.W.I.S.P....
Choice Point 1
Suddenly, an urgent alert pings both your computers. It's an email from General Rigotto himself!Ignore?
Plot Point 3
Plot Point 2
The two of you look at each other and decide that you should respond to Rigotto's call. The day has been boring so far. What's the worse that could happen? You head to the elevator and enter the secret code. Soon, you're on your way up to the topmost floor. Nerves jitter inside... Are you ready for whatever's waiting up there? What kind of fun mission would Rigotto really trust a couple of Base Ops to embark upon?
Play Point 2
What do you do or talk about in the elevator? (GM, feel free to have other agents enter the elevator while crazy stuff is happening etc. Make things fun!)
Choice Point 2
The elevator dings and both of you head down the hall to the giant doors of General Rigotto's office. Then, a cold chill runs up your spine, stopping you both in your tracks. You gulp and begin to have second thoughts...Chicken out?
Plot Point 5
Plot Point 3
You simply dismiss the notification. The grass is always greener on the other side, right? What could possiibly be better than this safe, familiar desk job? THE END
try again?
Plot Point 4
You knock on the door and you hear the General welcome you inside. Before you can have a seat, he gets up from his desk and shifts an award on the nearby bookshelf. After a click, it swings open slowly to reveal the sleekest, most high-tech area you've ever seen. There are already others inside at computers.
Play Point 4
ask the General any questionsglance around the officeWhat is this place?
("A top secret undercover project that's been going on for years.")
Why summon us?
(immediately skip to Choice Point 4.)
Something else?
(improvise! Find out more about him here)...murmur amogst yourselves...The environment is nice; black walls, low lights, high-tech equipment. A giant, glowing W.I.L.L.O.W.I.S.P. logo is mounted upon the north wall, surrounded by several large screens. It feels like you two just walked into some sort of command center straight out of a sci-fi spy movie...Chat it out...
Choice Point 4
Decline?
Plot Point 7
Plot Point 5
Suddenly, regrets flood your minds. What did you seriously call yourselves doing? Rigotto might throw you into the line of danger with bombs and bad guys. You could get hurt. You never should have come up here. You quickly turn away and get back on the elevator, heading down to your familiar floor. The life of a Base Op is simple and safe, so you continue the line of work through til retirement. THE END
try again?
Plot Point 6
You accept the offer and he gratefully handshakes both of you before showing you to your new desk- a total upgrade from where you had been sitting. In the corner stands a wide, rounded pannel embellished with glowing buttons, levers, and controls. Mounted to the pannel is one super large, curved, 8k computer monitor. The entire setup forms a loose semi-circle around two ergonomic swivel chairs that are so comfy and soft, your spines feel aligned the moment you relax into the cushions. You really feel like the coolest spies on the planet now. In a cool spy base. With cool spy stuff...
Play Point 6
look around at the other agentsspot out General RigottoYou observe many agents that you haven't seen before... and... wait. There are a couple you have seen before. You were told they'd been transferred to a different department and had never heard from them again. So, this is where they've been hiding out...explore your new workstationHe stands by chatting with an assistant, sipping his coffee, and ensuring you've settled comfortably into your new positions. He then turns back, vanishing through the secret shelf door...There is plenty of room for you both to take a couple of spins in your new chairs, propelling yourselves two and fro, skimming your fingers across the shiny new controls. You glance up at the large monitor and feel a bit strange. You can see your floor and all your co-workers. You can even see your old desks. Suddenly, the view switches. A window titled [WILLOWISPAgent_337165] appears that seems to follow Someone Elsewood through all of Jack Pine Tower's surveillance cams. Every time he exits one room, another camera picks him up in the next. He walks down the hall and is soon joined by Constance Harbor. The two of them enter Commander McCox's office...
Choice Point 6
You begin to familiarize yourselves a bit more with everything around you when a camera view in the top corner catches your eye; it's Someone and Constance in the garage, heading for a sleek, black car. Below this window, you notice many apps you can click around into. One of you click the ear icon and discover it allows you to tap into Someone's communication wire at any point in time. Another is a car icon. Clicking this provides access to nearly all the car's controls; lights, air, heat, windows, radio...Ignore and wait for them to arrive at their destination?
Plot Point 9
Plot Point 7
General Rigotto. Shakes his head. He thought he could trust you, but now, you've seen too much. He can't risk you going back and telling the others about all this top secret stuff. The last thing you hear is him murmuring something about The Styrax before two men accost you from behind and drag the two of you away. THE END
try again?
Plot Point 8
You click into a camera embedded on the dashboard and up pops a clear view of Someone and Constance in the car. They are totally unaware that anybody is watching them...
Play Point 8
Now seems the perfect time to mess around with the controls and see their reactions. What would you like to tamper with? RadioA/Cwindshield wipersGO CRAZY!
Choice Point 8
Suddenly, one of you spots a couple of General Rigotto's assistants staring suspiciously in your direction...
Plot Point 9
You settle into your seats and get down to business. While Someone and Constance travel to the coordinates, you take a look at what Bunker 421 has to offer...
Play Point 9
Click around the map, discuss Bunker 421, think of a gameplan, etc...
Choice Point 9
Before you know it, they have arrived. Hidden cameras capture the agents walking around the premises. Soon, they find a trap door and slip inside. As you watch Constance pull out a tablet of some sort, another window immediately opens on your monitor labeled wispNAVI_2.0. She punches in a command for the device to search the area for DataBanks. Everything she sees on her screen is also displayed in your window-- but your side shows the option to tamper with the results...Cause a little mischief and scramble the signal?
Plot Point 12
Plot Point 10
You carry on laughing and smirking at all the hullaballo you two are inflicting upon Someone and Constance, when three muscular men approach your work station. They buzz in the General on their communicators and, before you know it, he's right there beside them. "How are they ever going to even get to Bunker 421 if you're delaying the mess out of them like this?!" Your faces grow pale and you gulp down your guilt when, suddenly, Rigotto cracks a smile. "We need folks like you on the other side. There are Base Ops that hack enemy vehicles, you know? How'd you like to be transferred to our mobile cruise ship in the Bahamas? Higher pay, change of pace, and mischief making galore! Whaddaya say?" The two of you beam as you imagine the tropical scene, and, soon, it's a reality. Your new normal? Chillin' out with flip-flop feet up, shades and palm tree shirts, sipping on refreshing drinks by the pool, just ruining the bad guys' day from the convenience of your laptop. What a life. THE END
try again?
Plot Point 11
The banks are pinpointed each to be on a different floor, just as Someone suggested. With a rightful "I told you so", they head for the elevator...
Choice Point 11
Did you tamper with Someone and Constance's car radio when they were on the way to Bunker 421?No?
Plot Point 14
Plot Point 12
After a while, it loads and Constance laughs in triumph. With a doubtful Someone, she heads further into the level.
Play Point 12
There are several traps upon this level. What would you like to activate? lasersturret gunsdon't interfereSkip below to Choice Point 12.
Choice Point 12
There are lots of false floor tiles underfoot. Despite Constance's warning, Someone tap dances along the floor...Open under Someone?
Plot Point 32Leave them alone?
Plot Point 16
Plot Point 13
Constance asks if they should stick together. Someone reluctantly agrees. Constance gets inside the elevator.
Choice Point 13
Someone is taking his time to join her...Close the door abruptly?
Plot Point 18
Plot Point 14
Someone heads swiftly into the elevator...
Choice Point 14
Constance runs to catch up...Close the door abruptly?
Plot Point 19
Plot Point 15
Constance screams as she falls into the floor. Someone looks over, but the tile has already closed again. He furrows his brow and calls out to her.
Choice Point 15
When she doesn't respond, Someone begins tap dancing on the floor tiles again...Leave him be?
Plot Point 3
Plot Point 16
Someone laughs at Constance's overly-cautious ideas, telling her that he knew the floor wasn't going to fall in, and, even if it had, it would all be great fun. The two search the remainder of the level and don't discover any DataBanks. Constance begins to doubt the wispNAVI device and they both conclude that the DataBanks probably aren't at the facility at all. THE END
try again?
Plot Point 17
Once both in the elevator, the two argue for a bit about where to start. Finally, they try to press at the buttons...
Play Point 17
Make the elevator go crazy?
Choice Point 17
You have the real power to control the lift...Floor 2?
Plot Point 22Floor 4?
Plot Point 24Open back on ground level?
Plot Point 26
Plot Point 18
Someone notices the elevator doors closing and picks up the pace. Constance shouts after him but it's too late. Someone bangs on the doors. They don't open. With a sigh, he turns away and then smiles, quite happy to be on his own anyway. He shrugs and heads further into the floor.
Play Point 18
There are several traps upon this floor. What would you like to activate? lasersturret gunsdon't interfereSkip below to Choice Point 18.
Choice Point 18
There are lots of false floor tiles underfoot...Don't open?
Plot Point 34
Plot Point 19
Someone snickers as the door closes. He's quite pleased to have the lift chamber all to himself...
Play Point 19
Make the elevator go crazy?
Choice Point 19
You have the real power to control the lift...Floor 2?
Plot Point 29Floor 4?
Plot Point 31Open back on ground level?
Plot Point 26
Plot Point 20
Someone and Constance try finding an alternate exit to no avail. They slam at the buttons, attempt to pry open the doors, and use all sorts of gadgets, but nothing seems to work. At last, they give up, lying out exhausted on the elevator floor after paging for help. General Rigotto receives the mission report, but he's not quite satisfied. "There's nothing here that lets me blame Elsewood for this failure," he says to the both of you, "I'm sorry, but that essentially means the entire mission was in vain. Looks like you two just weren't cut out for this job." Oh well. It was fun while it lasted. The next day, you find yourselves back at your old, boring desks- desks that seem all the more old and boring now that you've gotten a taste of what could have been. THE END
try again?
Plot Point 21
The duo arrives at the first and lowest underground floor...
Play Point 21
There are several robot guards upon this floor. deployleave dormant
Choice Point 21
They are nearing the DataBank...Allow?
Plot Point 3
Plot Point 22
The duo arrives at the second lowest underground floor...
Play Point 22
There are several traps upon this floor. What would you like to activate?
Choice Point 22
They are nearing the DataBank...Allow?
Plot Point 3
Plot Point 23
The duo arrives at the third underground floor...
Play Point 23
There are several traps upon this floor. What would you like to activate?
Choice Point 23
They are nearing the DataBank...Allow?
Plot Point 3
Plot Point 24
The duo arrives at the fourth underground floor...
Play Point 24
There are several traps upon this floor. What would you like to activate?
Choice Point 24
They are nearing the DataBank...Allow?
Plot Point 3
Plot Point 25
The duo arrives at the fifth and highest underground floor...
Play Point 25
There are several robot guards upon this floor. deployleave dormant
Choice Point 25
They are nearing the DataBank...Allow?
Plot Point 3
Plot Point 26
Someone and Constance are leery of trying the elevator again. Instead, they head further into this level, insisting on finding another way down.
Play Point 26
There are several traps upon this floor. What would you like to activate?
Choice Point 26
Suddenly, Someone spots a trapdoor in the floor. He lifts it and begins descent, calling out for Constance to followAllow?
Plot Point 3
Plot Point 27
Someone searches for an alternate exit to no avail. He slams at the buttons, attempts to pry open the doors, and uses all sorts of gadgets, but nothing seems to work. Constance tries what she can from the outside, but nothing happens. At last, Someone gives up, sitting bored on the elevator floor after paging for help. General Rigotto receives the mission report, but he's not quite satisfied. "There's nothing here that lets me blame Elsewood for this failure," he says to the both of you, "I'm sorry, but that essentially means the entire mission was in vain. Looks like you two just weren't cut out for this job." Oh well. It was fun while it lasted. The next day, you find yourselves back at your boring desks- desks that seem all the more boring now that you've gotten a taste of what could have been. THE END
try again?
Plot Point 28
Someone arrives at the first and lowest underground floor...
Play Point 28
There are several robot guards upon this floor. deployleave dormant
Choice Point 28
He nears the DataBank...Allow?
Plot Point 3
Plot Point 29
Someone arrives at the second lowest underground floor...
Play Point 29
There are several traps upon this floor. What would you like to activate?
Choice Point 29
He nears the DataBank...Allow?
Plot Point 3
Plot Point 30
Someone arrives at the third underground floor...
Play Point 30
There are several traps upon this floor. What would you like to activate?
Choice Point 30
He nears the DataBank...Allow?
Plot Point 3
Plot Point 31
Someone arrives at the fourth underground floor...
Play Point 31
There are several traps upon this floor. What would you like to activate?
Choice Point 31
He nears the DataBank...Allow?
Plot Point 3
Plot Point 32
Someone arrives at the fifth and highest underground floor...
Play Point 32
There are several robot guards upon this floor. deployleave dormant
Choice Point 32
He nears the DataBank...Allow?
Plot Point 3
Plot Point 33
Some stuff that you can't control. Just story and flavor.
Play Point 33
Have the players role play freely and explain what they would like to do. Some things may require slight improvisation, but don't think too hard about this! It's all in fun. When it seems they are settling into it (or you can sense hesitation in them) carry the story along to the next Plot Point
Choice Point 33
Oh no. Something's happening. Choose this, that, or the other. Let's go!Ignore?
Plot Point 3
Plot Point 34
Someone continues searching the entire floor and does not find any DataBanks.
Choice Point 34
He flicks on his communicator and attempts to make contact with Constance...Intercept?
Plot Point 3
Plot Point 35
Some stuff that you can't control. Just story and flavor.
Play Point 35
Have the players role play freely and explain what they would like to do. Some things may require slight improvisation, but don't think too hard about this! It's all in fun. When it seems they are settling into it (or you can sense hesitation in them) carry the story along to the next Plot Point
Choice Point 35
Oh no. Something's happening. Choose this, that, or the other. Let's go!Ignore?
Plot Point 3
Plot Point 36
Some stuff that you can't control. Just story and flavor.
Play Point 36
Have the players role play freely and explain what they would like to do. Some things may require slight improvisation, but don't think too hard about this! It's all in fun. When it seems they are settling into it (or you can sense hesitation in them) carry the story along to the next Plot Point
Choice Point 36
Oh no. Something's happening. Choose this, that, or the other. Let's go!Ignore?
Plot Point 3
Plot Point 37
Some stuff that you can't control. Just story and flavor.
Play Point 37
Have the players role play freely and explain what they would like to do. Some things may require slight improvisation, but don't think too hard about this! It's all in fun. When it seems they are settling into it (or you can sense hesitation in them) carry the story along to the next Plot Point
Choice Point 37
Oh no. Something's happening. Choose this, that, or the other. Let's go!Ignore?
Plot Point 3
Plot Point 38
Some stuff that you can't control. Just story and flavor.
Play Point 38
Have the players role play freely and explain what they would like to do. Some things may require slight improvisation, but don't think too hard about this! It's all in fun. When it seems they are settling into it (or you can sense hesitation in them) carry the story along to the next Plot Point
Choice Point 38
Oh no. Something's happening. Choose this, that, or the other. Let's go!Ignore?
Plot Point 3
Plot Point 39
Some stuff that you can't control. Just story and flavor.
Play Point 39
Have the players role play freely and explain what they would like to do. Some things may require slight improvisation, but don't think too hard about this! It's all in fun. When it seems they are settling into it (or you can sense hesitation in them) carry the story along to the next Plot Point
Choice Point 39
Oh no. Something's happening. Choose this, that, or the other. Let's go!Ignore?
Plot Point 3
This One-Shot Interactive Story Experience is designed for 1-2 players.
GM's Toolbox
Text KeyPLOT POINTS are the sections of the story that are set in stone. The GM reads this out to the players and no action is required until the PLOT POINT ends and one of the other two POINTS begins.
PLAY POINTS are opportunities for open roleplay to keep things fun. This area includes some prompts, but a bit of improvisation is welcome from both the players and the GM for maximum enjoyment. Such can be limited or altogether eliminated if a more straightforward, gamebook style run is desired.
CHOICE POINTS are forks in the road where the players can make a pivotal descision about what to do in the game that determines the next PLOT POINT of the story.
click the links with the little plus sign next to them in order to explore other informative articles and learn more of the world's lore mentioned in this quest. click the links with the little chevron arrow next to them in order to to travel around the page and find out what happens when players take certain actions in this mission.
If ever you or the player(s) would like to randomize a choice, dice can be rolled. In most cases, Choice Points showcase one Odd and one Even Plot Point, but when there are two Odds/two Evens or more than two choices, you can feel free to decide how the numbers will determine the choice. 1d4 1d6 1d8 1d10 1d12 1d20
Players can come up with any type of backstory, name, and appearance for themselves, but they must be a Base Operative in rank. Overall guidelines for character creation are very loose, but magical abilities that may break this game that takes place in a real-world setting are not advised.
Interactive Story Map
Story Summary
Two bored Base Ops get the opportunity of a lifetime straight from General Rigotto himself; An assignment to supervise Elite Agent Someone Elsewood as he works with Constance Harbor to recover five 'stolen' DataBanks from Bunker 421. Unbeknownst to them, they're being watched, and the whole 'mission' is a fake endeavor staged in a controlled test environment. The workday just got a little less boring. It's time for the Base Ops to shine and prove their worth, all while having a little fun along the way.
Runtime: 1-2 Hours
Recommended System: There is no set system for play in such interactive story experiences. GMs must use their best judgement when determining things the players can and cannot do for the sake of the game and the enjoyment of everyone.
Equipment: Pen/Pencil and Paper for the players to draw out their characters or anything else that comes to mind (optional). Standard set of seven RP dice can be utilized to help with randomization if a player would prefer not to improvise as much (supplemental dice-roll buttons embedded into the page for convenience).
Players: 1-2 Ideally, the story is best enjoyed with one or two individuals each portraying a W.I.L.L.O.W.I.S.P. Base Operative. More can play, but it may be best that multiple people playing PORTRAY NOT MORE THAN TWO CHARACTERS in the experience. Having several Base Ops to keep track of may cause confusion and make the game unenjoyable.
All writing, content, art, photographs, and music created and edited by Ossandra White (WordiGirl) unless otherwise stated.
Most Someone Elsewood suit covers were commissioned from photographer Aleksandar T. (QuasarArt) and further edited by WordiGirl.
Most Constance Harbor modelings were taken by Ossie White Jr. (WildZooGuy) and further edited by WordiGirl.
All Vocal talent sourced and commissioned by WordiGirl, used with permission.
Specific information concerning portrayed characters and individual instances listed on respective pages.
Copyright 2024, All Rights Reserved
Most Someone Elsewood suit covers were commissioned from photographer Aleksandar T. (QuasarArt) and further edited by WordiGirl.
Most Constance Harbor modelings were taken by Ossie White Jr. (WildZooGuy) and further edited by WordiGirl.
All Vocal talent sourced and commissioned by WordiGirl, used with permission.
Specific information concerning portrayed characters and individual instances listed on respective pages.
Copyright 2024, All Rights Reserved
Comments