[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Board
Settings Home
/qst/ - Quests


Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
Draw Width Height
  • Please read the Rules and FAQ before posting.
  • Additional supported file types are: PDF
  • Roll dice with "dice+numberdfaces" in the options field (without quotes).
  • There are 14 posters in this thread.

05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
06/20/16New 4chan Banner Contest with a chance to win a 4chan Pass! See the contest page for details.
[Hide] [Show All]


Janitor acceptance emails will be sent out over the coming weeks. Make sure to check your spam box!



File: 20 aeons in ms paint.png (63 KB, 800x600)
63 KB
63 KB PNG
Hoo, sorry about that long absence. Stuff came up.

---
>>2277383
>>2277416
>>2292997
>>2293038

You decide that this time you'll be a bit more direct with your methods.

You walk up out into the open of the curious mall-like barrier, taking in the scenery. Appropriate that she set up in a shopping mall, as the barrier itself seems to be some kind of clothes store itself.

Mannequin like familiars revolve in place, making no effort to interact with you.

"Hello, boys and girls! My name is Suzette, and I'm here to speak with the witch of this fine establishment!"

No response.

"Anyone?"

The familiars just continue to sit and spin.

>go deeper into the barrier on your own six tendrils

>destroy the familiars for ignoring you

>write in
>>
>>2305604
>go deeper into the barrier on your own six tendrils
Mannequins' purpose is to exhibit, not to guide. Appreciate their display, and move on to find some actual service.
>>
>>2305604
>go deeper into the barrier on your own six tendrils
>Check out the clothing, see if there is anything worth buying.
>Maybe a hat?
>>
>>2305624
>>2305676

Well, if they aren't going to stop you...

You slink further into the barrier. Unfortunately, there isn't anything in your size. It would fit on the Clarrisas, though, so you quickly stuff some into your dress for later. They might be able to somewhat replicate it with a few examples.

>go deeper

>drop out

>write in
>>
>>2305792
>>go deeper
>>
>>2305792

>go deeper

Wee!
>>
>>2305792
>go deeper
>>
>>2305792
>>2306186
>>2306537
>>2306968

You're going in.

As you get deeper into the barrier you notice that the architecture becomes far less coherent. Hallways merge into each other, stairways that go up seemingly forever, the standard witch fare. At one point you even walk across an entire plain made of designer jeans. You take note to read the runes on the walls you see every so often, which say things like "PLEASE LOVE ME" and "I'M THE CUTEST, RIGHT".

Eventually, under a green sky in a large auditorium, you find what you can only assume is the witch. She's a large pink dog, but only around the size of a human, so you easily dwarf her. A large pink afro obscures her head, stopping you from being able to see if she notices you or not.

>Sneak up on her.

>Go in and strike.

>Announce your presence.

>write in
>>
>>2308070
>>Sneak up on her.

"Gotta say, love the fashion sense! Don't think it'll fit me though, hips and all. Hi, by the way!"

Classic.
>>
>>2308172
This.

I bet this poor girl must have been one of those 'copy the popular girls fashion sense and maybe they'll like me' people
>>
>>2308070
>>2308172
>>2308286

You move into a downward position, slowly crawling towards her.

She doesn't move.

Slowly but surely you creep ever closer to her, until you could practically lick her...

"Gotta say, love the fashion sense! Don't think it'll fit me though, hips and all. Hi, by the way!"

The dog witch jumps out of her skin. She runs away from you, yipping and yelping like you just slapped her across the ass.

"Wh-wh-what are you doing here?! This is MY barrier! My store, my clothes! Don't c-c-c-come near me!"

She enters what seems to be an offensive pose, growling as she does so. You aren't too familiar with dogs, but even you can see that she's not the confident type.

>"Relax, relax. I'm just here to talk!"

>Pounce on her while she's still startled.

>write in
>>
>>2308378

>"Well, now, if it's your STORE, then shouldn't you want customers? Gets booooring otherwise. I should know. Lemme introduce myself, I'm Suzette, run the new casino down the way- lovely place, should come visit, stay, gamble a while, gamble forever! Ah- sorry, I get a little carried away. How ARE you doing this fine day?
>>
>>2308378
>"Dogs wear clothes?"
>>
Rolled 1 (1d2)

>>2308391
>>2308458
rolling. 1 for introducing yourself, 2 for the inquiry.
>>
>>2308378
>>2308391
>>2308586

"Well, now, if it's your STORE, then shouldn't you want customers? Gets booooring otherwise. I should know. Lemme introduce myself, I'm Suzette, run the new casino down the way- lovely place, should come visit, stay, gamble a while, gamble forever! Ah- sorry, I get a little carried away. How ARE you doing this fine day?"

Urhmann looks even more taken off guard.

"Wh-what? I-I-I-I-I don't care who you are or what you want, in here I'm the b-b-b-boss! Scram before I sicc my familiars on y-you!"

She does not seem to be taking your presence too well.

>keep being kind to her

>use some leverage

>get her cooperation with a bit of force
>>
>>2308596
>use some leverage
>>
>>2308596
>use some leverage
>>
>>2308596
>>2308629
>>2308740

"There's no need to worry, my friend! I'm just here to discuss some business..." you drawl. Taking a claw. you drag it across one of her forelegs.

"Wh-what kind of business?"

"I'm just gonna say this: this is gonna be my territory now. I'm still thinking about what to do with you, but until then if you're a good pet I might let you have a place."

Urhmann shrinks back. "I-I-I'll stop you-"

You interrupt her by grabbing her in your hand, hearing her squeak as you let her go.

She stands perfectly still in fear.

What ARE you going to do with her?

>leave the barrier and let her stew

>crush her now, don't give her the chance to act up

>tell her she can stay in your territory as long as she pays fealty

>write in
>>
>>2308809
>Oh ho ho... Sweetheart, I don't think you understand the table stakes. I'm holdin' all the cards, and I'm doin' you a favor by not knockin' you out the table for good right NOW. So, basically, you got two choices. You fold to me, and I'll let you walk away with a little bit of what you got, so long as you pay dues to me. OR...you can play your trash hand...and I'll take you for everything you got and then some, and you won't be around to see what I make of it.

>Entirely your call, hun, but this ain't a gamble I suggest you take. And considerin' who *I* am? That should mean something.
>>
>>2308809

>Oh ho ho... Sweetheart, I don't think you understand the table stakes. I'm holdin' all the cards, and I'm doin' you a favor by not knockin' you out the table for good right NOW. So, basically, you got two choices. You fold to me, and I'll let you walk away with a little bit of what you got, so long as you pay dues to me. OR...you can play your trash hand...and I'll take you for everything you got and then some, and you won't be around to see what I make of it.

>Entirely your call, hun, but this ain't a gamble I suggest you take. And considerin' who *I* am? That should mean something.

>Pet her. Do it.
>>
>>2308809
>>2308858
>>2308874


"Oh ho ho... Sweetheart, I don't think you understand the table stakes. I'm holdin' all the cards, and I'm doin' you a favor by not knockin' you out the table for good right NOW. So, basically, you got two choices. You fold to me, and I'll let you walk away with a little bit of what you got, so long as you pay dues to me. OR...you can play your trash hand...and I'll take you for everything you got and then some, and you won't be around to see what I make of it.
Entirely your call, hun, but this ain't a gamble I suggest you take. And considerin' who *I* am? That should mean something."

Urhmann draws even more into herself.

"Ye-y-y-ye-yes boss." Her stuttering is getting even worse.

You reach out a hand, and while she flinches away from you, you move in; beginning to pet her. She seems bewildered, but comforted.

What's next?

>split from Urhmann and think about your options

>move on straight to Suleika

>write in
>>
>>2308946
>Head home, think about your options

>Bring Urhmann. She's pettable.

I wonder if we can put a mark or a bell or something on her. Not for humiliation, more just to know when she's coming and going.

And maybe a bit of humiliation.
>>
>>2308946
>move on straight to Suleika
We're going 3 for 3!
>>
>>2308946
>Bring Lap dog.
>Ask her to make a handbag to hold her barrier.
>>
>>2308946
>>2308965
>>2309197

Maybe you'll take Urhmann with you.

Quickly forcing your barrier's center into hers, which takes more effort then you expected, you grab her and slither past the threshold. You plop her down before retracting your barrier from hers.

"Now, what to do with you?"

Urhmann averts her gaze, which you can somehow notice past her giant afro.

"I'll keep you here for now, until you learn some true loyalty. Clarrisas!" You clap your hands in quick succession, one your loyal hordes coming forth.

"Make sure that Urhmann here is "cared for", get her a bell or something! And see if you can replicate any of these!" You pull the clothes you stole earlier out of your dress, throwing them at the troupe.

"W-w-wait," Urhmann howls. "What are doing? Stop!"

Urhmann is dragged away to some other part of her barrier, where she'll be subjected to god knows what.

Now that you're once again on your lonesome, what do you do now?

>Think about the towns other witches.

>Take a loog at the unexplored area past the riverside trio.

>Contemplate on your familiars.

>write in
>>
>>2310701
>Contemplate on your familiars.
>>
>>2310701
>>2310880

Your mind turns to the thought of your minions. A curious sort, they all seem to be. The Aldman are quite powerful, so in the event of an invader they ought to be your main force. Unfortunately they aren't too independent, and rely on your orders for anything past the most basic tasks.

The Clarrisas are useful for their powers as a workforce, but something about them just seems...
Off.

You aren't sure what, but there's some trait you've yet to identify that makes them awfully familiar. Maybe it's the dress? They also seem to have some kind of ranged ability, from what you could naturally intuit about them.

>turn your mind to the other witches and consider who to go after next.

>explore past the river a bit

>write in
>>
I will say that I wasn't expecting you guys to give Suzette a southern accent.
>>
>>2311025
>turn your mind to the other witches and consider who to go after next.

I think that's usually how a Kansai or rural dialect is translated for english audiences, so maybe Suzette was a country bumpkin before witching out?
>>
>>2311025
>explore past the river a bit

I was just channeling my Oogie Boogie along with some other stuff.
>>
Rolled 2 (1d2)

>>2311025
>>2311231
>>2311291
Rolling.
1 to sit and mull over the options for a bit, 2 to jump right in.
>>
>>2311025
>>2311291
>>2311353

You've got a fairly strong foothold over the riverside, evem without Suleika under your thumb, so you feel it safe enough to travel past.

You push your barrier entrance even further into the city, gleaming skyscrapers on the horizon. It's a beautiful place, honestly.

You stop on a building's edge to admire the scenery for a bit. People drive through the streets on the evening day, high tech buildings shine with the sun's reflected light.
It's truly a city of the future.

In fact, you would even say-
Wait.

Something just entered your barrier.
Moving your barrier sense to the intrusion, you see what appears to be a girl dressed in some kind of glamorous outfit. Golden shoulder pads lie upon a yellow frilled sundress, and an equally gilded fencer's sword lies in the hands of the girl. She's somewhat short, her eyes are green, and her hair is curly and a deep auburn.

This must be one of the fabled "magical girls" Samantha told you about.

She only just entered your barrier, so she's got quite a ways away from getting to you.

She seems to be saying something. Listening quite closely, you can only hear the faintest "So this is a witch's barrier..."

Lucky you! You've got a newbie! It would've sucked bad if you had a veteran on your hands. Newbie or not though, she's still a threat: so you've gotta think of a plan.

>order your familiars to attack.

>if you want something done right, do it yourself. go and take her out with your own two hands.

>pull back your minions and hope she leaves.

>write in
>>
>>2311371
I wonder if there's a way we can kinda make her walk out. I know jack about the source material (and trying hard to keep it that way) so I wonder if it's plausible to trick her into a small-time gamble or something. I'm gonna say

>pull back your minions and hope she leaves

with the expectation that she won't- I want to see what she does and go from there.
>>
>>2311371

You think you'll play it safe for now.

You send a mental order to all your familiars to converge near your barrier's core. All of a sudden hordes of Clarissas and Aldmans flood into your room, and there's enough that the large amount of them are still wandering the halls near the epicenter.

Still watching the magical girl, you see her begin to walk through your casino. At every noise she seems to jump a little, putting her sword forth. She's like a scared kitten, almost. None the less, she steels herself forward. She doesn't seem like she's going to leave from the lack of life.

She's going to enter an area resembling a giant poker table soon, with a number of huge poker chip stacks scattered throughout.

>send your familiars to the table for an ambush.

>travel to fight her yourself.

>keep you and your familiars hidden.

>write in
>>
>>2312977
>write in
Try to get her to gamble or play something.

and if she resists:
>send your familiars to the table for an ambush.
>>
>>2312977
>keep you and your familiars hidden.
I'm not sure how I expected our character to develop while I was gone, but subjugating other witches wasn't anywhere close.
>>
Rolled 2 (1d2)

>>2312977
>>2312991
>>2313021
rolling.
1 for gambling, 2 for staying hidden.
>>
>>2312977
>>2313021

You stay hidden.

The magical girl walks through the poker table unhindered, checking behind every stack of chips for potential opponents.

She continues on, traveling through various areas of your barrier. Soon enough she stands in front of a large golden door, which just so happens to lead to your barrier's center. As in, the center you are currently in, along with a with basically all of your familiars.

>Get a move on! Shove you and your familiars out so you've all left by the time she gets the door open.

>Stand your ground and fight!

>write in
>>
>>2313141
>Get a move on! Shove you and your familiars out so you've all left by the time she gets the door open.
Just continue massively cock-teasing her. Isn't it fun to play hard to get?
>>
>>2313141
>lock the doors.
>Then make them open to outside the barrier.

>Move every body out of here before she gets the doors open. Or back inside. However it works.
>>
Rolled 1 (1d2)

>>2313141
>>2313147
>>2313178
There's been a lot of rolls these past few days.
1 for fleeing, 2 for fleeing (and making the doors open to outside the barrier)
>>
>>2313141
>>2313147
>>2313326


Time to haul some ass.
"Quickly! Everybody out!"

You familiars practically trample each other as they pour out of the room's other exits, carrying you as they go.

You hear the sound of a door crashing open as the last of the familiars make it out, hearing a muffled "Shit!" as you're transported to some other part of the barrier.

You may have gotten away, but you have the feeling that she knows you're in here and will double her efforts to find you.

>Keep playing cat and mouse.

>Find a different area in the barrier, and set up camp. Wait for the the MG there and swarm her once she reaches you.

>Jump out of the grasp of your familiars and charge at her now!

>write in
>>
>>2313372
>Keep playing cat and mouse.
How long will she keep going, I wonder? Given that the barrier is our domain, we should be able to evade her far better than she can track us.
>>
>>2313372
>>2313425
You are a decidedly uninspired anon
>Turn the room your in into a gigantic roulette wheel.
>When she comes in, lock the door behind her and start spinning it.
>Make sure neither you, nor your minions get hit.
>>
>>2313833
But what are the stakes? I had a roulette wheel idea, too, but I was thinking something more 'make her spin to gain clues to our location'.
>>
>>2313833
>We are the prize?
>Fighting us is the prize?
hmmm.

Turn the part of the barrier she is in into a roulette wheel (no exits), with black and gold stripes. Matching her outfit. Spin the wheel, start slowly, but then build faster. If she "loses" The ball landing in a black stripe. The aldman collect her "debts" then kick her out. If she "wins" the Clarissa escort her to a door leading to your current location.

Something like this?
>>
>>2313372
>>2313833
>>2314219
>>2314326

If she isn't going to let up, you might as well have a little fun with it. You dredge up every last bit of your will to transform a room up ahead into a ginormous roulette wheel, shifting space so it stands in a desert of poker chips.

You divert your direction, going into a nearby hallway instead of the roulette door. Just as you planned, the magical girl doesn't realize your change of movement and heads straight into the roulette. She bursts the door open, before looking backward as Aldmans push it back shut and lock it.

She turns around, pounding on the door. Looking back, she begins to search for an exit.

You reach out a mental limb, beginning to place your kiss on her so you can speak to her...

It doesn't take.

Shit, you can't explain the rules of the game to her.

>have a Clarissa scrawl some shitty Japanese on a note and throw it to her

>just start it anyway

>write in
>>
>>2313021
Apparently Suzette's the ambitous type.
>>
>>2316298
>have a Clarissa scrawl some shitty Japanese on a note and throw it to her
we gotta be fair and let her at least know the rules, that would be an asshole thing if we didn't.
>>
>>2316298
>have a Clarissa scrawl some shitty Japanese on a note and throw it to her

nice. Also we can speak japanese?
>>
>>2316935
you can't speak Japanese, but you understand it.
In terms of actual talking you can only talk in witch.
>>
>>2316298
>have a Clarissa scrawl some shitty Japanese on a note and throw it to her

>In rhyme.
>>
>>2316298
>>2316908
>>2316935
>>2317022

It would just be plain unfair to leave her in the dark. That's just not how you do things.

Quickly a Clarissa stands by your side, pen and paper in hand. Slowly but surely you have her transcribe what you want down, and you have her slide it under the door your "guest" is desperately trying to break down.
Putting your "ear" (you don't really have ears, although you hear with the sides of your head) against the door, you can begin to make out what Clarissa put down...

"Gold is finding me, black is punishment, play and try to win..."

Damn it, it doesn't rhyme. You definitely had it rhyme in witchspeak, but you guess it doesn't carry over to Nipponese. It was worth a try though, and it's not like it'll be your only oppurtunity.

Regardless, now that she's informed, it's time to start!
>>
Rolled 4 (1d20)

>>2317159

You send a mental command to the roulette wheel, making it spin. A large metallic ball materializes out of nowhere, speeding about like a bullet.

The magical girl is thrown about for a bit, whirling to and fro on the wheel before regaining her position.

It seems your new patron has taken a quick understanding of her situaton, aiming her foot just as the roulette ball zooms toward her.

With a mighty kick, she goes for the ball...

(DC 13 for her to succeed.)
>>
Rolled 11 + 1 (1d20 + 1)

>>2317188
And absolutely wiffs it.

It looks like she hurt her leg with that kick, and she sends it firmly into a black space. Aldmans begin pouring through the door, flying right towards her.

She readies her sword, charging forward at the horde. She has a noticeable limp in her left leg, most likely from the botched kick.

(DC 15 for her to succeed.)
>>
>>2317188
Tsk.
>>
>>2317206
>+1
woops, meant -1; She got a 10.
>>
This is the great thing about doing the gambling bit. We're actually being fair about it, but if you screw up...

...got no one to blame but yourself.
>>
>>2317206
>>2317217

She's getting absolutely pummeled. Sure, she'll take a few out here and there, but overall she's looking more bruised by the second.

She dives as an Aldman charges for her, slicing it in twain. She stumbles back up to a standing position, but a different Aldman swiftly floats behind her and punches her right in the back. He punches her hard enough to make an audible crack, even.

She falls into a heap on the ground, tears in her eyes as she desperately tries to stand back up.

>Order the Aldman to continue to attack. Spare her, and she can come back later far stronger; and even bring friends along. That's not something you want to risk.

>Make the Aldman drag her out of the barrier. A bit merciful for someone trying to kill you, but if she's smart she won't come back.

>write in
>>
Okay, so here's the problem for me:

If we kill her and she has friends in her line of business, that might be bad because they'll come wondering and angry and probably in force.

If we spare her, she might bring friends back all the same, or be back stronger, as the prompt says, and that could be horrible, too.

QM, can we do something along the lines of a 'deal with the devil' of some sort with her? Power at a price? That's not my decision, I just want to know if it's possible.

I'm thinking what we need to do is take a shot to her ego in particular. I dunno.

Also, can we just remake more Aldmans or are they finite? May have another idea, too.
>>
>>2317273
In terms of making a deal, not only is the communication barrier huge and her willingness to accept a deal very small, you don't actually have anything to give her. Perhaps in the future in a different scenario, but right now I don't think this girl's in the diplomatic mood.

Also, you can make more Aldmans and Clarissas. Patricia was shown generating familiars from her body, so I assume other witches generate their familiars by their own will as well.
>>
>>2317317
Again, I was just wondering if it was simply possible, and it sounds like it is.

I'm gonna take a risk and say

>>Make the Aldman drag her out of the barrier. A bit merciful for someone trying to kill you, but if she's smart she won't come back.

but I'm hoping someone else votes as well. I think she's going to come back anyway, but. I'm hoping to try a thing eventually. If the girl isn't killed presuming all the Witches are as 'nice' as us.
>>
Also, this quest is kinda fun. wonder why it's not getting more people?

Maybe spin the premise off into its own universe/world?
>>
>>2317241
Poor timing. Its 3 am where I am.

>>Make the Aldman drag her out of the barrier. A bit merciful for someone trying to kill you, but if she's smart she won't come back.
>>Whats that light in her jewelry?
>>
>>2317836
Actually...

>Make the Aldman drag her out of the barrier. A bit merciful for someone trying to kill you, but if she's smart she won't come back.
>Take some of her jewelry as collateral.

Much more I.C.
>>
>>2317241
>write in
>Pull the Aldmans back. Place the exit door, clearly marked, right behind her, but don't force her outside. It's her choice whether she folds or continues the game. That's how gambling works, after all.
>>
>>2317241
>>2318286
Seconding this.
>>
Rolled 2 (1d2)

>>2317241
>>2317400
>>2317841
>>2318286
>>2318448
another tie, so once again we roll.

1 for ejecting her forcefully, 2 for politely showing her the door.
>>
>>2318615

You're in the merciful mood, so you might as well give her a chance to back out. You unlock the exit door that leads back into your barrier, and in front of her you manifest a new door; one that leads to the outside world. The choice seems clear to her.

She begins to speak, coughing up a bit of blood as she does.

"I'm not going to let you get away... I know what it's like to be attacked by you monsters, and I'm not going to let that happen to anybody else!"

Suddenly a gem on the back of her neck begins to glow as she gets up. Her bruies and breaks seem to melt away as she raises herself. She sprints towards the barrier door, slicing apart the remaining Aldmans as she does so.

just as she comes to the door she stops dead in tracks. She raises her fencer's sword in the air, and plunges it into the ground.

Suddenly, the space of the door warps before your "eyes", shimmering until it pulls back.

Only to reveal that it's formed a portal right behind you.

The magical girl smiles. "Found you."

Fuck.
>>
Rolled 3 + 2 (1d20 + 2)

>>2318887
While you had trapped her in the roulette wheel you managed to scootch yourself back to your barrier's center, but all that seems to have done is put you in a more familiar area.

The magical girl lunges at your, her sword at the ready...

(DC 15 for her to succeed.)
>>
>>2318902
And you easily move to the side as she flies past you. She gets her sword stuck in a nearby poker table, and is puling at it with all her might to remove it.
Now's your chance for a counterattack!

>spawn more Aldmans and send them after her

>spawn some Clarissas and order them to attack.

>go in and try to maul her yourself

>Stay right where you are and try to attack her from a range.
>>
>>2318902
This girl is on a losing streak.

>>2318906
>spawn more Aldmans and send them after her
>>
>>2318906
>>Stay right where you are and try to attack her from a range.

Deadly Dealer Razor Cards is a go.
>>
>>2318906
>spawn more Aldmans and send them after her
So she's that kind of player, is she? The type to seek every advantage, exploit every loophole, pull every last dirty trick?

Don't you just hate cheaters?

SECURITY!
>>
Rolled 20 (1d20)

>>2318906
>>2318914
>>2319039

You push some of your will into your hair, hearing the rustle of paper as Aldmans begin to float out of your green locks.

They fly towards the girl, taking on fighting stances as they get near.

(DC 10 to succeed.)
>>
>>2319111
Kid, rule one of gambling.

Sometimes, you gotta know when to walk away from the table. Else?

You go *bust*.

In this case, probably literally.
>>
>>2319111
Before the girl can react one of the Aldman knocks her right in her face, sending her headfirst into the poker table. She gets up and reaches for her sword, but she's interrupted by a different Aldman grabbing her and throwing her into a nearby set of slot machines, destroying them.

She shakily tries to get up as the Aldman continue to pound into her. She desperately throws a punch, which misses as another bouncer punches her in the elbow, snapping her arm audibly.

She looks done at this point.

>Let the Aldman continue. She had a chance to leave, and she threw it away.

>Call the Aldman off and throw her out of the barrier.

>write in
>>
>>2319180

>One note. "Should have folded."
> "House takes pot."

>FINISH HER

(If we can't get the wording right, ignore the note.)
>>
>>2319180
>Call the Aldman off and throw her out of the barrier.
It's what happens to unruly gamblers.
>>
>>2319187
Mm. You sure?

I mean, I guesss....

(If there's a tie, I'll back this.)
>>
>>2319199
As before, I'm not necessarily voting for what I believe would have the best outcome for Suzette, but what I consider to be in character for the rough image I have of her. Don't feel you have to vote the same way, if you don't want to.
>>
>>2319203
No, but that's what I was trying to do,
too. I play the character, not the game.
>>
What I will say is this: letting her go doesn't necessarily mean she will live. Take that as you wish.
>>
>>2319180
>take away her baubles, then throw her out
>>
>>2319180
>>2319187
>>2319199

She's had enough.

You order the Aldman to yield. Picking up the girl by a bruised leg, you manifest another barrier exit and throw her out of it onto the street.

You move your barrier a block or two away out of her sight. You snuggle it up in an old warehouse, without any humans to bother you.

Thankfully, that's one problem over with.

This warehouse could serve as a base, should the need arise. At the very least getting inside it is a pain, so not many people will wander into your barrier on accident.

What now?

>Travel back over the river.

>Contemplate on your fellow witches (the ones you know about, at least).

>write in
>>
If I might ask, what's our goal here, again?
>>
>>2319496
In general, survival.
As to why you're across the river, you wanted to gain some territory of your own.
>>
>>2319428
>Contemplate on your fellow witches (the ones you know about, at least).
Not quite on board with the gaining territory thing myself, but then again I'm not quite sure what a newborn witch would even be doing. Meeting more of her kind, I can get behind, but approaching them in a hostile manner seems unwise.
>>
>>2319428
>>2319784

You begin to think back to what you know about the other local witches.

Samantha is pretty nice, probably the one other entity you could call your friend. Plus she's absolutely adorable. You're not sure how she does her work, but there was a lot of chemistry stuff in her barrier that could be useful at some point.

Gertrude was... weird. You have the feeling that if you had approached things differently you may have been able to speak with her, although it would've been difficult.

Urhmann, on the other hand, was far easier to deal with. Certainly the insecure type. You wonder how she's doing. Moving your mind's eye around your barrier, you find that your familiars have her tied up with rope on a poker table. You aren't sure why, but the Clarissas probably have a good reason to do as such.

Then there are the other witches you've heard about. Hailey, who apparently isnt too sane, Dolores and Bianca, who have some kind of rivalry going on, and then there's Elma; who is apparently not only strong but not the talking type. A bit closer to you is Suleika, which you know nothing about past the fact that she's not hot shit.

It also seems that witches in general have a "sliding scale of sanity". On the top are witches like you and Samantha, in the middle are witches like Gertrud and (allegedly) Hailey, and the bottom are complete nutters. Fortunately, you have yet to meet a witch that goes on the bottom rungs.

There are undoubtedly other witches running around the city as well, although your lack of knowledge makes them a gamble (heh) to deal with. Samantha said that Gertrud, Urhmann, and Suleika were keeping her from gathering info, so now that two of the three are out of the way she might be having an easier time with that from now on.


>go to Suleika and take her out as well.

>go back over the river to Samantha and tell her that she won't have much of a problem with the river anymore.

>explore deeper into the city, as risky as it is.

>write in
>>
>>2319968
>write in
>Go check on the Clarissas and Urhmann. What did she do now?
>Also, go back over the river.
>>
>>2319968
>>2319988

What could Urhmann have possibly done to deserve getting tied up like that?
Your tentacles slap against the soft floor as you make your way to her location, traveling through all manner of places before you get there. After a while you finally make it to her location.

"Y-y-y-y-you've gotta let me outta here! They won't stop -glk!" A Clarissa shoves a wad of cash in her mouth, gagging her a little.

You turn towards the Clarissa.
"Why exactly is she tied up like a hog?"

She looks back up at you expectantly. "We played a game with her, and she lost. Simple as that."

You can only wonder what kind of game requires somebody to get tied up.
Well, there is one kind, but people don't really do that in a casino.

>Have Urhmann released from the ropes.

>Leave her there.

>She's had enough torment for one day, let her out of your barrier.

>write in
>>
>>2320195
>Have Urhmann released from the ropes.

>Ill bite, what kind of game did you play?

>A magical girl stopped by. She was a poor sport, and embarrassingly bad on top of that.
>>
>>2320394
>>2320195

Sure, this.

I honestly was a bit torn at this one.
>>
---
"I can't believe it..."

"I failed utterly..."

"Ah... My soul gem..."

"It's almost completely black..."

---

>>2320195
>>2320394
>>2320398

"Get her out of the ropes, you doofuses. What were you even playing that justified all the the tying up?"

The Clarissas begin to claw at the ropes as they undo, one of them squeaking out a reply.

"We wanted to play catch, but Urhmann was being stubborn and wouldn't play with us, so she lost."

Heh. Cute. You look towards the pink canine expectantly.

"I-I-I-I-I can't believe you people!"

She jumps off the table once she's freed and trots off angrily.

Well, at least she'll act as an extra barrier of protection should another magical girl come around.

Now that you have that out of the way, what's next?

>Visit Samantha across the river and tell her the good news.

>Go deeper into the city.

>Go to Suleika and see how much pressure you can put on her.

>write in
>>
>>2320420
>>Go deeper into the city.

Sure, wynaut.
>>
>>2320420
>Visit Samantha across the river and tell her the good news.
>>
>>2320420
>Visit Samantha across the river and tell her the good news.
>>
>>2320420
>>2320477
>>2321037

Now that most of the riverside has been claimed as your territory, you might as well go and tell Samantha the news. You push your barrier past the river, following the signature buzz that you sense whenever you get close to another witch's barrier.
Merging your barrier's center into hers, you catch the pleasant sight of your sluglike compatriot under a large comforter, sipping from a mug of tomato soup.

"Oh, Suzette! Come right -sniff- in! What have you been up to lately?"

You fill her in on what you've been doing for the past few hours, and how the river's been opened up.

"I can send my familiars across the river now! Thank you so much! I've been wondering what's past there for a while, since the amount of humans to feed off of has dried up a bit over here, but since those jerks on the riverside kept tearing up my familiars it was too risky to check out myself."

You also inform her about the magical girl you threw out.

"Oh! I've seen her! She came around here with three other girls some time ago, she seemed like they were teaching her the ropes!"

Samantha's tone darkens.

"Just -sniff- be careful, alright? Merciful witches tend not to get too far. That girl could very well be organizing her friends against you right now. Magical girls have no honor. If you want my personal recommendation, go for the kill next time."

You assure Samantha that you'll be fine.

You remove your barrier from hers, but not before taking the time to pat her on the head.

She coughs in suprise, before squeaking out a small "Thank you."

Once again, you're alone in your barrier. What now?

>Go back to the other side of the river.

>Think about visiting one of the witches on this side of the river.

>write in
>>
>>2321929
>Think about visiting one of the witches on this side of the river.
>>
>>2321929
>>Go back to the other side of the river.

She's not wrong...and I'm kinda counting on that. I think we should set something up for them in particular. Get them all in one fell swoop.
>>
>>2321929
>Think about visiting one of the witches on this side of the river.
>>
>>2321929
>>2322106
>>2322912

It's about time you started to reach out and meet the neighbors.

So far you know about Hailey, Dolores, Bianca, and Elma.

Who do you choose?

>Hailey

>Dolores

>Bianca

>Elma

>write in
>>
>>2322997
>Dolores
>>
>>2322997
>Dolores
>>
>>2322997
>>2323024
>>2323048

Why not Dolores?

You make the mental push on your barrie- wait.

You don't actually know where Dolores is.

You push your barrier back into Samantha's for a moment to sheepishly ask where the other witches are located.

Apparently Elma roams around the outskirts of the city, Hailey sticks by a certain alley in the bad part of town, and most importantly, Dolores (and Bianca) share a space in a nearby parking garage. Dolores is closer to entrance then Bianca is.

You move your barrier into said parking garage, once again feeling the buzz of a fellow witch.

How do you want to conduct your business with her?

>Merge your barrier centers right off the bat.

>Only make the outskirts cross, and come in with a quieter entrance.

>write in
>>
>>2323113
>Only make the outskirts cross, and come in with a quieter entrance.
>>
>>2323113
>Only make the outskirts cross, and come in with a quieter entrance.
>>
>>2323113
>>2323183
>>2323203

You still don't know Dolores temperament, although if she was particularly crazy it seems like Samantha would have brought it up. Regardless, it would be for the best to not be too in her face.

You walk to the outer edge of your own barrier as you mix your two pocket worlds. You cross the threshold, finding yourself in a new land.

Dolores' barrier seems to be some kind of gargantuan garage. The sky is oily black, and instead of warm grass it's smooth concrete and piles of dust. Plastic shelves jut from the landscape in gargantuan towers, holding all kinds of strange artifacts.

You hear the sounds of approaching familiars, some form of high pitched giggle along with the sounds of objects repeatedly impacting the concrete ground.

>Hide!

>Confront them!

>write in
>>
>>2323263
>Confront them!
>>
>>2323263
>Confront them!
Though not in a hostile manner. Introduce ourself.
>>
>>2323263
>Confront them!

>I understand your master is currently in the midst of a little 'feud'. If you don't mind, I'd perhaps like to talk to her about resolving the issue.

And by resolving I mean both of them under us.
>>
>>2323263
>>2323274
>>2323311
>>2323325

You stand your ground, tall and confident. The source of the racket rolls into view, a bunch of large red Yoyos bouncing across the ground, jagged sheets of metal poking out of each of their midsections.

"I understand your master is currently in the midst of a little 'feud'. If you don't mind, I'd perhaps like to talk to her about resolving the issue."

The yoyos cease their tittering for a moment, before giggling even harder and bouncing around you.

They're getting dangerously close with those blades of theirs.

>Ask again.

>Knock them away before any start to slice you.

>write in
>>
>>2323379
>>Knock them away before any start to slice you.

Well, guess they're not interested. Shame.
>>
>>2323379
>Knock them away before any start to slice you.
>>
>>2323379
>>2323408
>>2323444

You quickly flick a few away from you, not n the mood to get injured.

They seem to shiver a bit, before spinning away.

"I'm telling Mistress, you big meanie!"

If you just let them go, then at least you won't have to announce yourself.

>Let them go.

>Try and stop them.

>write in
>>
>>2323469
>>Let them go.

Blah.
>>
>>2323469
>>Let them go.
>>
>>2323469
>>2323790
>>2325082

You decide to let the yoyos go, watching them bounce off into the distance.

Now, you could continue on further into the barrier, or you could wait and let the witch come to you now that you have a few messengers ready to make your presence known.

>Go forth.

>Wait.

>write in
>>
>>2325893
>Go forth.
>>
>>2325893
>>2325947

You might as well continue on your merry way.

You continue to slither deeper into the pocket dimension, taking note as the landscape becomes even further twisted.

Then, the sound of metal clacking against the floor. A large ball, made seemingly of pieces of black leather stitched together, rolls towards you. Large knife like blades stick out of the ball at every angle. It's only a little shorter then you, at 10 feet tall, and the blades sway with an almost unearthly grace.

"What the FUCK do you want?"

The knife ball is Dolores, then.

>Attack while you have the element of suprise.

>Keep your head and explain why you're there.

>Immediately suggest the idea of helping her take down Bianca.

>write in
>>
>>2326335
>Try not to laugh at knife ball. Fail. But only for a little bit.
>Endless wealth, Limitless power, All the worlds most beautiful men and women, The entire world grovelling at my feet, and all the liquor I can fit in my barrier.
>What do I want from you. You mean?
>I'm just checking out the neighborhood.
>>
>>2326335
>Keep your head and explain why you're there.
>>
>>2326335
>Keep your head and explain why you're there.
>>
>>2326335
>>2326685
>>2327046
>>2327485

You snirk a little at the sight of the leather ball. You keep it down, but it slips out a bit. You think she heard that.

"Endless wealth, limitless power, all the world's most beautiful men and women, the entire world groveling at my feet, and all the liquor I can fit in my barrier."
"What do I want from you, you mean?"
"I'm just checking out the neighborhood."

Dolore's knifes shiver. "Yeah, that doesn't explain anything dipshit. I don't know if you're here to cause trouble or what, but if you don't start speaking sense soon I'm gonna have to trash your ass."

You sit in silence for a moment.

"That means now, asshole!"

>Explain that you want to help her out with Bianca.

>Say that you're looking for allies and friends.

>Say that you're scouting for territory.
>>
>>2327564
>Say that you're looking for allies and friends.
Be my NAKAMA Dolores!
>>
>>2327564
>Say that you're looking for allies and friends.
Being solitary is fine and all, but inevitably we'll encounter things that can't be tackled with just one witch alone. For when that time comes, we're just finding out which of our kind can be relied on, and which can't.
>>
>>2327564
>>2327614
>>2327632

"I'm looking for allies. Friends, even. It's a big world out there, and we witches gotta stick together."

Dolores seems to almost deflate a little, before puffing back up.

"Actually, that doesn't sound too bad. It's good that there are some witches out there willing to talk, unlike a certain someone I know."

You're 96% certain she's talking about Bianca. What kind of beef could they possibly have?

"But before I agree to accept you as my bro, you gotta prove I can count on you. Capiche?"

You ask her what you need to do.

"There's a witch on the other side of the parking garage, goes by Bianca. I've told her like a hundred times that she needs to keep herself quiet while I practice my sick rhymes, but she never fucking listens! What I need you to do is to shut her up. Make her leave, talk it out, kill her, I don't give a shit, just make her shut up."

Do you accept?

>"Of course!"

>"No."

>write in
>>
>>2327564
>Say that you're looking for allies and friends.
>"And friends help friends, which is why I might be willing to help you with your Bianca issue."
>>
>>2327666
Whoops, I was late.

>"Of course! Got the gift of gab, does she? Well, I can't fault her for that...but when the evening entertainment's live, it's rude to ignore it, eh? I'll get her to pipe down."
>>
>>2327666
>write in
"I'll talk to her, but I'm not about to make an enemy out of her. Like I said, we witches gotta stick together."
>>
File: ;) 3.png (25 KB, 758x358)
25 KB
25 KB PNG
>>2327666
>>2327682
>>2327708

"Of course! Got the gift of gab, does she? Well, I can't fault her for that...but when the evening entertainment's live, it's rude to ignore it, eh? I'll get her to pipe down."

You begin to make your way out of the barrier, bringing the threshold between yours and hers closer. Before you step across back into your own barrier, you turn back.

"But I'm not about to make an enemy out of her. Like I said, we witches gotta stick together."

Pushing your location to the other side of the garage, you feel the buzz of Bianca's barrier.

>Enter the barrier.

>Back out of it for now.

>write in
>>
>>2327745
>>Enter the barrier.
>>
>>2327745
>>2327751

You slip into the barrier unhindered, and you have to shield your eyes for a second from the sudden burst of light.

Taking a moment to let your eyes adjust, you look around. Bianca's a lucky one, it seems, as her barrier is a giant coastline. As far as the eye can see there are blue oceans and sandy beaches, connected together by electrical cords. Giant guitars stick out of the ground like spires, and speakers burst our of rock formations to unleash soothing tones. You're almost jealous.

You swiftly traverse the terrain, going deeper and deeper into the barrier as you go. Every once in a while you have to swat away what you believe are Bianca's familiars. They take the form of rectangular speaker sets with sets of pinkish octopus tentacles bursting from the back, floating through the air. They also have this awfully annoying habit of repeating whatever you say back to you.

Breaking through a shield of palm trees, you come upon Bianca herself. 13 feet tall, like you, but a whole different kind of strange. She's humanoid in the barest sense of the term, manifesting as a mass of speakers held together by rubbery tentacles, connecting each other like rubber cords or muscles in the body.

"Wha-Who-What do you want! I'm very busy, I can't afford intruders!"

Seems like you've taken her off guard.

What do you do?

>Go for the kill.

>Start talking to her.

>Wait for her to make the first move. Maybe she'll calm down if you give her time?
>>
>>2327802
>Start talking to her.
You know, these witches all seem less witch-like than I was expecting. Though I guess that's because we're meeting them as a witch rather than a human?

>>2327745
>Dolores
The witch of nu-metal, with a standoffish nature. This witch loves to show off her music. Despite her confidence, her lyrics are generic and lack inspiration. She can't stand criticism.

>Sally
The witch of nu-metal's minion, whose duty is to regurgitate lyrics. The nonsense these familiars spout is never original, so the witch can't use them to inspire her art.

Hmm.
>>
>>2327802
>Start talking to her.

>"Name's Suzette, Gambler extordinare. Nice place ya got here, seriously. Anywho, word is, you and another witch are having a bit of a spat, and I'm jus' plain curious why that might be. Maybe help ya out a bit."

(Now I can't stop wanting to write Suzette with a thick southern accent.)
>>
>>2327821
It was brought up a few times in the quest that some witches are saner then others, so it might just be that we've been meeting more lucid witches.

Plus, every witch we've met has probably killed and/or tortured plenty of people before Suzette came to be without a second thought. Hell, it probably won't be too long before Suzette racks up a genuine bodycount too.
>>
>>2327870
I'm not against killing folks, just...I want some damn customers, too. I want us to be the ultimate risk of the Witch world. We're entirely fair if you win a wager...but if you lose against us, you're at our mercy.

The idea is that I want people to start thinking 'well, this Witch is horrible, but maybe I can exploit that gambling tendency of hers' and get themselves killed when they lose.

Basically, it's entirely their fault when they die.
>>
>>2327802
>>2327821
>>2327865

"Name's Suzette, gambler extordinare. Nice place ya got here, seriously. Anywho, word is, you and another witch are having a bit of a spat, and I'm jus' plain curious why that might be. Maybe help ya out a bit."

Bianca takes a step back.

"Dolores, right? You mean Dolores."

She begins to clench her fists.

"She's an idiot! She's so loud and obnoxious! I told her to try and keep it down when I'm rehearsing, but she never listens! Her brutish yelling has wasted hours and hours of effort!"

A low hum begins to emit from her speakers, causing a slight shake in the sand.

"If I could I'd blast her all the way to the other side of the city!"

It seems they both have reason to be discontent with each other.

How wil you go about solving this dilemma?

>Choose one of the two, and just bat them up.

>Try and make them talk together, with you as a middleman.

>write in
>>
Okay, so one's nu-metal, but the other is...wonder if we can ask for a private showcase?

(My idea is get one or the other under our power with the idea of performing for us. Depends on what they play, though. Thoughts?)
>>
>>2327894
>Try and make them talk together, with you as a middleman.
Seems we're the talky type.

Either set a schedule between them for rehearsal, get one or both of them to just move elsewhere, or have them form a goddamn band.

>>2327870
>>2327880
It isn't the lack of killing people that's odd to me. It's more that, in my view, since Witches are basically magical girls that went mad with despair, they should all be fundamentally insane. And not in the sense that they without rhyme or reason, but in that the logic that they view the world with is fundamentally different from a normal person's.

Though, on reflection, I suppose that it would have to be toned down here for the sake of coherent writing.
>>
>>2327894
>Cant you just make your barrier sound proof?
>Lure them into the same place
>Beat both of them up. At the same time.
>>
This is a pretty sensitive decision so instead of rolling for it I'll wait for you guys to decide.

---

"Hey Miwa, have you seen the newbie anywhere?"

"Which one, Masako?"

"The one with pink hair."

"Yeah, thanks. That narrows it down a lot. There's like six different pink haired puella magi in this prefecture alone!"

"The one that runs around in the pink tux, dipshit! The one throwing cards everywhere!"

"Oh, her? I don't actually know. I saw something on the TVC about a pink haired girl found dead, but I doubt it's her."

"I'm just a little concerned. Last time we saw her her soul gem was looking pretty dark."

---
>>
>>2327997
I'll back this but I want to hear a sample of her music first.
>>
>>2327894
>Try and make them talk together, with you as a middleman.
And if they still don't get along ask them to perform and spare the one that does it better.
>>
File: ;) 4.png (31 KB, 807x404)
31 KB
31 KB PNG
>>2327894
>>2327997
>>2328986
>>2330364

"There is something I can do that might help you out..."

Bianca seems to lighten up at the prospect. "Really?"

"Yes," you tell her. "There is something I can do. Just walk on into my barrier and I'll discuss it with you in there."

You bring your barrier up to your location, and Bianca trots right inside. You expected her to be at least a little suspicious, but you aren't complaining.

Time for step two. You follow Bianca back into your barrier, waiting for when you're out of her sight. When you are, you rush into Dolores' barrier and tell her to go to your barrier's center as well. Dolores seems a more suspicous then Bianca, but she probably trusts you more from your previous interaction.

Rushing over to Bianca's location, you give her the same instructions.

Taking perch upon a balcony in your barrier's core, you wait.
>>
>>2330496

Bianca and Dolores walk into the room (or "walk", in Dolores' case) at the same time.

They take one look at each other, then at you.

"Suzette you cunt, you better have a good explanation for this!" shouts Dolores.

>Calmly explain to them that they're going to talk out their differences.

>write in

>Tell them to fight to the death.
>>
>>2330509
>>write in

>Kinda do, actually. But, before I explain myself, I feel the need ta ask- why a parking lot?

>In case y'all haven't noticed, this is a casino.

>...Sounds awful quiet for a casino, get me? I won't lie, I'm wonderin' just what I can get outta this myself, and I'm thinkin' some live entertainment might work out well. Only problem is that we indeed will likely need to make some arrangements for one or the other to move elsewhere. I figure we can discuss things thusly, if Bianca's interested.

Reading the post over, it sounds like Bianca does have a musical style more suited to a casino. I really want to know what that recent post says, though.

*I don't want this vote to go unopposed.*
>>
>>2330695
>To bad.
>Do this.
>If they disagree kick both their asses.
>>
>>2330509
>Have them talk it over while playing some card game. We can be the dealer.
>>
>>2330496
>>2330509
>>2330695
>>2330731


"Kinda do, actually. But, before I explain myself, I feel the need ta ask- why a parking lot?"

Dolores rolls foward. "Its out of the way, so it's easy to lure humans there where they won't be found."

"In case y'all haven't noticed, this is a casino."

No reaction.

"...Sounds awful quiet for a casino, get me? I won't lie, I'm wonderin' just what I can get outta this myself, and I'm thinkin' some live entertainment might work out well. Only problem is that we indeed will likely need to make some arrangements for one or the other to move elsewhere. I figure we can discuss things thusly, if Bianca's interested."

Dolores' blades thrash in anger. "You want one of us to be your personal band? No way, I'm not having it-"

"I'm interested." interrupts Bianca.

Guess you know which one's on board.

How are you going to try and make this work out?

>Try and relocate Bianca to a different location. Dolores might be a little happier with you if you do this.

>Bianca has spent enough time dealing with Dolores; the big stupid ball is leaving. By force, if needed.

>write in
>>
>>2331116
>>Try and relocate Bianca to a different location. Dolores might be a little happier with you if you do this.
>>
>>2331116
>Bianca has spent enough time dealing with Dolores; the big stupid ball is leaving. By force, if needed.
>Which is to say you WILL use force.




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.