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Quest idea "Demon in a Bottle"


TheKillerSprint

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While browsing Beth.net mod section, I stumbled across a mod revamping a bar near Swan's Pond. I don't quite remember the mod's name, but the idea it helped build remained. The idea developed in the Demon in a Bottle mod. The mod is divided into two parts, the first revolving around rebuilding the bar, brewing drinks and spread the word about your new enterprise. The second part is exclusively about attracting new customers and helping them deal with their personal quests. What I'm looking for is someone to help me take this mod idea out of paper and make it happen. I don't have any skill in game developing. I don't have a PC (I own a notebook and am a console peasant). What I do have is the drive and the talent to make an awesome story. Here’s the story outline.

Demon in a Bottle
In Diamond City or Goodneighbor, after going to Duggout Inn or The Third Rail, the PC finds a mourning woman, drunk and high on chems, harassing other clients. Talking to Vadim or Whitechapel Charlie gives a new misc quest where they ask you to get rid of the woman by any means necessary. Vadim implies he wants her alive, but Whitechapel Charlie simply wants her gone, dead or alive.

Talking to the woman reveals her name, Jane Walker, a retired Raider. The PC then can use "drinking buddy" dialogue tree to ease the tension, ask questions about her attitude in the "ask about her" dialogue tree, ask her to leave in a calm manner in the "be polite" dialogue tree or simply demand her to leave in the "be an asshole" dialogue tree. Jane uses, depending on the PC dialogue choices, a condescending or welcoming tone.

The "drinking buddy" dialogue tree uses a lot of sarcasm, leading to an easygoing conversation. Depending on the PC dialogue choices, in the outcome she'll either ask you to drink with her outside the bar if on Goodneighbor or to carry her to her bed if on the Duggout Inn.
If drinking outside The Third Rail, Jane will start crying about her kidnapped partner. The PC then may try to comfort her, tell her she's weak, ask questions about the kidnapping or offer help in any way. Comforting her will make her stop crying. Telling her she's weak will make her cry even more and may turn her hostile. Asking questions will make her also make her stop crying. Offering help in any way will start the questline "To drink or not to drink" immediately.
If carrying her to her bed on the Duggout Inn, when in bed Jane will start to mumble about her kidnapped partner. This starts the "To drink or not to drink" questline.

In the "ask about her" dialogue tree, the PC will question her attitude toward drinking and harassing the other clients, leading to other questions about her and her reasons to be so drunk. Asking the right questions leads to the "drinking buddy" dialogue tree outcome. Asking her the wrong questions will lead to the "be polite" dialogue tree and its possible outcome.

In the "be polite" dialogue tree, the PC asks her nicely to leave, which leads to a speech check. If successful, she'll agree to leave if you meet her outside. If unsuccessful, she'll immediately turn hostile leading to an unarmed combat and the choices about her outcome described in the "Demand her to leave".
Meeting Jane outside will trigger the dialogue tree described in the "drinking buddy" dialogue tree, mainly the drinking outside section, even if in Diamond City.

The "demanding her to leave" dialogue tree may turn her hostile or make her scared depending on the speech check. Turning her hostile leads to an unarmed combat where she is easily defeated. Defeating her leads to a choice: killing her or sparing her on the promise she'll never drink in any city bar ever. Killing her displeases Vadim and grants less caps, but a speech check will grant the PC all the caps. Whitechapel Charlie agrees that killing her was the only outcome and throws a few more caps if a speech check is successful. If scared, she'll just leave the bar and go back a few days later, sober and with an "irrefutable offer". Meeting her again will start the quest "Not so secret formula".

To Drink or Not to Drink

The quest leads to the bar near Swan's Pond, the Prost, where Jane told the PC her partner is kept. The place is filled with medium level raiders. After clearing them, PC finds Jane's partner dead. Searching the body reveals a holotape, a letter and a key. Listening to the holotape reveals the deceased's name: James Crow. James pleads to anyone listening the holotape to give it back to Jane. Reading the letter reveals James' plan: rebuilding the bar, from Raiders to Raiders. In the letter he complains about the limitations of the Combat Zone and the lack of fun in the city bars. Also in the letter is where and how to use the key. The PC then can either go to Jane or follow the instructions.

Jane will be sitting on a river bank near the Amphitheatre. She immediately asks the PC if her partner is alive, to which the PC can lie, tell her the true or deflect the question. Then, if the player decides to give her the holotape, she'll immediately deduce James is dead. If lied to, she'll turn hostile. If told the true, she'll thank the PC and offer her help in dealing with the any incoming dangers. Turning her hostile at this point will end up with her dead, if the PC manages to defeat her.

Following the instructions lead to Beantown Brewery where the PC must kill all the Raiders and use the key in a secret safe. If accompanied by Jane, the PC will learn about James' plans. If not accompanied by Jane, the PC must find the safe. Inside the safe is letter detailing James deals with the Raiders, led by a former Vault Dweller, inside the factory, a lot of caps and a .44 magnum. The PC then learns James wanted to hire the Raiders to brew all the drinks needed in his bar. The deal was cut short when another Raider gang invaded the factory, killing and enslaving everyone inside, including the former Vault Dweller. Exiting the brewery, the PC is ambushed by a legendary raider called Rasputin "Steel Liver" Dubrovnik. He demands to know where are his partners, to which the PC, if alone, can ask him who he is, use sarcasm to deflect the question, fight him or persuade him to calm down by explaining everybody was already dead. Persuading him reveals he's a member of the Vault Dweller gang and knows nothing about the killing of his comrades as he was travelling around the Commonwealth looking for ingredients for the brewing process. Rasputin tells the PC the location of the rival gang, explaining their battles go way back. If the player is accompanied by Jane, she'll recognize Rasputin and calm him down, leading to the persuasion outcome.

Jane tells the PC she'll leave to the bar to bury her partner's corpse. Then the PC can either ask Jane to help, go alone or offer Rasputin help in dealing with the rival Raiders.

The rival Raider stronghold is near the Glowing Sea. The PC can stumble across the stronghold even if not following the quest, leading to combat and eventually rescuing the Vault Dweller, starting the "Not-so-secret formula" quest. Following the “To Drink or Not to Drink” quest will also start the "Not-so-secret formula" quest.

Edited by TheKillerSprint
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