Turn 22!
Offer an escort to the next caravan heading out of the village.
[5+1] You find a small caravan of peasants heading out to Diamond Peak, a nearby castle, to trade. After a short conversation with the caravan master, he agrees to take you with him. He explains that the bandits are known to be haunting this route, so you are much appreciated. He also tells you that his three sons are skilled combatants and shall help you should trouble arrive. You hop on his wagon, and wait as you slowly pull away from the village. (+1 to Speech)
Drain all the excess necrotic energy out of the zombie bodies and add them to my own power. IF there's nobody around, direct one sixth of the energy to one of the more whole and stronger bodies, for use as a servant. Otherwise just absorb it all.
[4+1] You use your knowledge of the necromantic arts to draw the energy out of the bodies and into yourself. You can't help but feel rejuvenated by the energy. [6] However, you restrain yourself, and place most of the energy into the most healthy body amongst them, still able to pass as human. It just so happens to be METAL-ARM! He nods to you and says "Nice to meet you. So what's the plan?" (Servant gained: Metal-Arm! +1 to Necromantic Magic! +1 to Health!)
Ill need some proper defencive equipment and a ride there then. I accept.
Dinkus explains to you that you will not need weapons. He then hands you two pieces of parchment, one blue and the other red. "The red one," he explains, "is the declaration of war. Make sure it reaches its destination. The blue one is a teleportation scroll. It can return you back to the courthouse when you say the words "Give me my sentence"." He then directs you outside, where you find a large white horse waiting for you. Dinkus hands you the reins and adds "Try not to dent it."
Agree to temporarily take the job, but, as a paladin, I must first defend Law and Good. Gather resources and locate the Captain of the Guard to recruit men for my quest.
You sign some annoying paperwork that, in short, explains that in times of crisis you are willing to lend your services to the lord of this land. After you finish, you head down to the local Guard Station, passing by another paladin and a kobold heading in the opposite direction.
You walk in to find a tall blond-haired man filling out some paperwork at the desk. He spots you and waves you over. "You must be the new recruit for the Count's militia, correct? I received reports that you needed soldiers for your mission, whatever it is."
He hands you a slip of paper giving some quick bios about a dozen different soldiers. The man explains that you may select four of them to assist you. There are:
*3 Swordsmen
*3 Hammermen
*4 Crossbowmen
*2 Spearmen
Wake up and complain that everything tastes of dwarf.
[3]You begin to mutter in your sleep of dwarf-taste, but no one is around to hear you anymore. The Goddess of Pity looks upon you and gives you a reroll because you've been asleep for so long. [1] You drop into a complete coma. Pity hightails it before she gets you killed. [1] It starts to rain. And nobody's taken you to Frelock's hospital stand yet either. It's rather sad, really.
Agree to the guard's request. With the kobold, coordinate a stakeout near the house; watch who goes in and who goes out, and record the times of these comings and goings.
[6] After passing by another paladin on the way out (you marvel that there would be another servant in such a backwater village) you and your newfound companion go to the edge of Honheim Estate, and pick out a stakeout spot. You spend the rest of the day watching the goings-on of the household, and pick up on a few things.
* There are 4 people that go inside the house. Lady Honheim, the owner; the butler; the maid; and a local peasant named Kelburn. Lady Honheim tries to cover it up but the whole town knows what's going on.
*They all have different schedules. Lady Honheim leaves the house at 6 AM and stays out until noon, when she returns for lunch. She then leaves for the rest of the day, returning at 10 PM, and retiring to her chambers.
*The butler comes at 10 AM, leaves at Noon, then returns at 3 PM and remains until 9 PM.
*The maid comes at Noon and stays until 8 PM, cleaning up the massive manor by herself.
*Kelburn arrives right after Lady Honheim, at 10:30 PM and leaving at 4 in the morning.
Name: Loktar Ogar
Race: Human
Profession: Mage
Skills:
* Arcane Magic 1/5 (2 to level)
* Silly magic 1/5 (2 to level)
*Potion-Making 0/5 (2 to level)
*Speech 0/5 (1 to level)
Companions:
Equipment: Robe (Body); Silly hat (Head); Crooked Staff (wielded)
Status:Great!
Name: Leif Kenothen
Race: Dwarf
Profession: Paladin
Skills:
*Healing Magic 2/5 (2 to level)
*Armor 0/5 (1 to level)
*Shield 0/5 (1 to level)
*Hammer 0/5 (1 to level)
*Speech 1/5 (1 to level)
Companions:Tom Bom the Evil-Detecting Puppy
Equipment: Plate Armor (Body); Shield (Held); Evil Smiting Hammer (Held)
Status: Great!
Name: Zolak Slagem
Race: Dwarf
Profession: Warrior
Skills:
*Mace-wielding 2/5 (2 to level)
*Acrobatics 0/5 (1 to level)
*Armor 0/5 (1 to level)
*Shield 0/5 (1 to level)
*Speech 1/5 (1 to level)
Equipment: Thunder Mace(+1, Stuns, held); Shield(held); Chain Shirt(body); Book of Bounties
Status:Great!
Name: RAM
Race: Kobold
Profession: Warlock
Skills:
*Necromantic Magic 1/5 (2 to level)
*Silly Magic 0/5 (1 to level)
*Healing Magic 1/5 (2 to level)
*Arcane Magic 1/5 (1 to level)
*Weapon(Sword) 0/5 (1 to level)
Equipment: Black Robes(body), Wand(held), Daemonsword(+1, held); Cloak of Shadows(Shadow Teleport, back); Egg
Status: Unconscious
Name: Red the Red
Race: Human
Profession: Paladin
Skills:
*Weapon(Hammer) 2/5 (3 to level)
*Armor 0/5 (1 to level)
*Healing Magic 0/5 (1 to level)
*Shield 0/5 (1 to level)
Equipment: Plate Armor(body); Shield(held); Hammer(held)
Status: Great!
Name: Derek Soulbinder
Race: Forsaken
Profession: Warlock
Skills:
*Necromantic Magic 1/5 (2 to level)
*Silly Magic 0/5 (1 to level)
*Arcane Magic 0/5 (1 to level)
*Speech 0/5 (1 to level)
Equipment: Black Robe(body); Dagger(held)
Companions:
*Metal-Arm
**Weapon(Arm) 1/5 (2 to level)
Status: Superhuman!
I should mention this is the second RTD I've done in which RAM is extremely unlucky. Also, I've incorporated the Transformers RTD's health system to make more sense of the crazy battles this one tends to have.
You all have 5 HP (except dermonster who has 6 now) listed as Great!, Fine, Average, Poor, and Dying. Above Great are Superhuman, Supernatural, Transcended, Pure, and Omnipotent. These can go higher, but it just becomes Omnipotent+*insert number here*
Mooks, on the other hand, can only have 1 HP. Companions have 5, but with few exceptions cannot gain more.