Alanna shudders. The resonance in their voices, the blank stares, the utter lack of movement.
What the hell had she gotten into?
Marcus merely stared at the stone faced children, his own expression carved out of marble.
"Marcus has questions. What do you do, in this white?"
"We are safe. And we are together." The children say, shifting from speaking individual words to speaking together as a great, deafening chorus.
Keep watching and making sure nothing sneaks up on us, other than the children that are already there. Use my intelligence to ponder how the wizard could be exerting his control through that magnetic beacon, and what his end game is. Not just spreading the white, but how he would do it.
Snakescorpion
Horse/Cow-sized
d10 HP: 10
3d6 stats
Str:16
Dex:14
Mind:11
Tarantula
Horse/Cow-sized
d10 HP: 9
3d6 stats
Str:12
Dex:16
Mind:5
Name: Bill
Backstory: Since the day he was born, Bill was raised to do one thing. He was meant to take over his father's butcher shop. When that didn't pan out (because a wizard blew it up), he turned to wizard hunting.
HP: 7
Strength: 15
Dexterity: 17
Mind: 18
Wizard level: 1
Affinity: Metal
Inventory d4: 4
Equipment 1: [6][9] A small lead bar
Equipment 2: [5][11] Standard Armor
Equipment 3: Magical Sabre of Cold (d6) (d4 Cold)
Equipment 4: 1 bottle of flame syrup
Equipment 5: Bed roll
Equipment 6: Metal Saw
Equipment 7: Handful of Metal Acorns
Equipment 8: Metal Tent
Money: 6 Silver
Quirk: [1] Nope
You think about this whole series of events very carefully. None of it makes sense from the perspective of a normal wizard; keeping these child things moving, spreading this wasteland, they're both permanent enchantments or he'd have to be actively maintaining them the whole time. Permananet enchantments, like the ice on your sword or your summons, are something only the old world wizards could do. No modern wizard can make an effect last unless they actively concentrate on it. That means that either this wizard is using some kind of old world magical artifact to do these things, or whatever is waiting for you at the center of this place is an old world wizard. The first is a dangerous situation full of unknowns; like a cornered animal. The second situation...well...if thats the case then the best course of action would be turning and fleeing this place immediately.
How he's controlling them you can't be exactly certain, but if its magnetic in origin then there may be some way to disrupt it. Maybe metal? His endgame is beyond your reckoning. But if he can control these creatures then spreading the stone of this wasteland seems very possible.
Keep the conversation meandering. Look for Bill and try to see if he knows where the wizard is.
Strength: 14 (15)
Dex: 14
Mind: 10
HP: 1
Element: Sword
Collapsable Pole
Unlit Torch
Nothing
Guitar
Unreasonable Acid
bag of spices
flint and steel
a large iron cooking pot
an iron pan
A pre-wizard book of recipes
Barrel of High quality Thunderbee Mead
0 silver, 50 copper
Soldier's Weapon (really big sword)
Rifle (d8, 2 shots)
Clip of ammo (6 shots)
Standard Armor
jar of flame syrup
octagonal "compass"
No quirk.
Puncture scars on left palm and left thigh.
158 meals
jack
spare wheel
two metal tents
three torches
two metal rods
harness for spider
two wax candles
Bill is just standing around, apparently deep in thought. But he's also quite a bit away from the otherwise encircled group. You try your best to keep an eye on him without alerting the children to the fact that he's out there. Assuming they don't already know.
Fleyshius is now sobbing and screams back at the child I tried to keep them safe, I truelly did. But the others wouldn't let me.
Name: Fleyshius Von Flesh, (On a good day may respond to the name John Doe.))
Backstory: fleshyius was not originally named flesyshius he was orginally named John Doe and was originally a surgeon, but then a wizard ended up dying on his table and things went down hill from there. Mostly because then rest of the wizards gang burned his house down and tossed everything he loved into the house fire.
Strength: 12
Dexterity: 12
Mind: 13
Wizard Level: 0
Affinity: flesh
Inventory:
4/5 hp
3 silver 7 copper
Tire iron (d6)
Archaic poison
Flimsy armor
Standard armor (Worn)
Cobbled together pistol (d6 ranged weapon) [6/6]
12 bullets
No quirk
"No one is safe out there. People are not safe. Grown-ups are mean. Kids cannot protect themselves. I will protect them. I can keep them safe, even when they're dead. We're together here."
"Are you going to stay or are you going to leave?"