Turn 15!
Go to the armory and look for an upgrade.
You walk down to the armory and head inside, where you find a man wearing an eyepatch. He is apparently the armory guard. He directs you down the main aisle, advising you that you may take two items of your choice. Searching for paladin-friendly items, you find:
*A Blessed hammer that is especially effective against evil beings
*A Dragon-shield, capable of blasting flames with a button on the grip
*A Crusader's helm, which gives you a better chance of recruiting good creatures to your cause
*A mysterious piece of paper that the guard claims to be a "contract" of sorts, but beyond that he has no information.
*A puppy. The guard claims that the puppy was placed here because it had a strange ability to detect evil within creatures.
Practice Necromancy by letting the dead say their last goodbyes to the living. Then go to the armoury...
[4] Through much effort, you are able to bring the spirits of the deceased back long enough to say a few words to their friends and family. It's not much, but it's something. (+1 to Necromancy! Level gained!)
You head down the armory where you notice the paladin shopping. You get in on the fun. You may choose 2 of the following...
*A dagger with a 50% chance to turn the target into a feral zombie. Could have uses, but you'd best be ready to run.
*A cloak of shadow. You may use this cloak to transport yourself to anywhere veiled in darkness within sight.
*An egg. Just an ordinary egg.
*A ring that is to be placed underneath your tongue that allows you to communicate with bestial, demonic, and otherwise non-talkative creatures.
*A book of summoning spells. It looks extremely complicated, but could be very useful.
Look for some better weaponry and armor at the armory.
You head down to the armory as well, and join in on the shopping bonanza.
You may choose two of these...
*A set of plate armor that shields you from all physical harm as long as your feet are on earth or stone of some sort.
*A shield that, when held, roots you to the ground.
*A hammer that roars like thunder when it strikes an object, stunning whatever it hits if alive, breaking it if not alive.
*A small red vial; the guard knows nothing of its origin or use.
*A book of bounties, detailing all the criminals of the land, the rewards for their head, and where to collect said bounties. The guard isn't quite sure why it's here.
Die.
In a rather theatrical show, you lament your passing, and stab yourself with a conveniently placed knife. As you hit the dirt, however, you awake in a small prison. You almost think you're back in your own realm, but then Dinkus and Iriel show up.
"Well, now," says Iriel "you gave us a lot of help by transporting yourself here. Now be sure to stay there until your trial. Keep an eye on him Dinkus."
Dinkus gives a slow salute as the one called Iriel walks away. He then turns to you and orders you to stay put, as he's had enough problems for one day without a crazy imp showing up.
Name: Loktar Ogar
Race: Human (Now Imp)
Profession: Mage
Skills:
* Arcane Magic 1/5 (2 to level)
* Silly magic 1/5 (2 to level)
*Potion-Making 0/5 (2 to level)
Companions:
Equipment: Robe (Body); Silly hat (Head); Crooked Staff (wielded)
Status:Fine
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 (2 to level)
Equipment: Plate Armor (Body); Shield (Held); 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)
Equipment: Mace; Shield; Chain Shirt
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 0/5 (1 to level)
*Weapon(Sword) 0/5 (1 to level)
Equipment: Black Robes(body), Wand(held), Daemonsword(held)
Status: Great!