I only skimmed over the statuses, so I might have missed something...
Mete - Now, I shall attempt to leave the depot, and practice some sword swinging in the street while people gather. (9+1, 7) You leave the depot for the streets and swing around your sword a bit. It doesn't help you much, and you stop when you very nearly bury your blade in Frizes' face.
Frizes - GTFO! (9, 15) You also leave the depot after making sure the quartermaster is properly KO'd, only to get greeted by a blade swishing past your face by centimetres. The shock causes you to stumble and fall back, where you fall on an old crate, breaking it open and revealing a chainmail shirt! Well, it is slightly aged, but still in very good condition. What a stroke of luck!
Karmana - Continue on my quest for idontevenunderstandwhereiamgoingwhowasthatthingwtfamidoing-ness! (10, 17) Now that you are on the road, you continue away from the city, where you find yet another corpse on your way. This time, it appears to be a messenger, apparently a well-paid one too. You take a very sharp dagger and a concealable crossbow from him, plus long cloak used to conceal aforementioned, and an official seal of the Iron Kingdom! Oh, and the documents he was carrying, too. One appears to be a contract about something diplomatical or whatever, the second one is a surprisingly accurate map of the Duke's palace, and the third one is a permission to lend yourself a special book in the Great Library of the Mountainhomes. It doesn't say what kind of special book it is tho.
You stuff the corpse in the shrubberies along the way.
Dwayne - See if I have any sturdier mallets than this. I'd hate to destroy the history I have with this ol' gal. (8, 13) Your workshop doesn't sport any other hammers, but you remember your neighbour having one. You don't find it when you hastily search his workshop, tho.
Drummond - Search for a knife, and head out of town. (9, 9) The only knives you know of are in Frizes' possession (and those are DAAGGGGERSSS, anyway), and you wouldn't touch his smelly carriage with a ten-foot pole. And the supply depot is off limits now. So you cart to the group instead.
Jurrvys - Join the group and leave. (5, 6) You have no idea where the group is. In fact, you even have no idea where the town was. A curse over your bad memory!
Roth - Autobots, let's move out.(7,
You convince everyone you can see and who is capable of responding to move out soon.
Verlaine - Sit in a corner and cry.(6, 7) You cry and therefore don't get the (not-so) subtle signals from Roth that it's time to go.
------
And so the group (well, the majority, anyways) assembles and moves out, lest they get caught in the dawn. However, at the exit of the village, an unexpected sentry awaits. You recognize him, his silhouette is familiar and so is the way he recycles old cigarettes into a new lung-blaster. It's none else than Sergeant Strchovksy, your sarge who probably should be gifted to a museum, or an antiques dealer. He doesn't seem to be hostile, tho. In fact, he adresses you friendlily:
"G'morning everybody. Glad to see you at least have an ounce of common sense left."
He coughs, and continues.
"Y'see, if you were to just follow me to the front, you'd die. No questions asked. War's a meatgrinder, I've been in the business long enough to know that. Only fools go to war as volunteers. I have to know, I was one, too."
After eyeing you for responses, he goes on. "Well, here's the deal. You take me with you, whereever you go. Let me explain.
I'm an old man, but think a second about the question how soldiers get old. I've been serving half a century, and I know every trick in the book, as well as every trick not in the book. And you might just need the experience and knowledge of the older generation. Hell, there's no enemy everywhere who didn't need to put in his dentures first, and somehow you managed to lose touch with nearly half of your unit. You are fools, all of you, but you were sworn in my squad and I will try my darnedest to keep you alive.
Just as the cherry on top, I think that about half of the officers of this country still owe me some favor or the other. I have very useful connections in the military."
You ponder about it. He makes a very convincing argument. Too convincing?
Statuses
Status: Fine.
Equipment: Peasant clothes. Rags covering everything apart from the eyes,
holey leather cap,
leather shoulder pad.
Inventory:
Somewhat rusty sword,
blunted scimitar, three belts, bowl of muscle relaxing balm, flask of lubricant, package of Jolly Sailor tobacco.
Skills:
Basic Swordsmanship,
Basic Searching.
Mental Disorder: Sun phobia.
God: Rashiki, a feline cat goddess who is a deity of the desert sands.
Location: Village edge
Status: Leg and behind's slightly hurt. Shocked. Fine otherwise.
Equipment: Peasant clothes. With a hood.
Chainmail shirtInventory: 1 copper coin, empty waterflask, exceptionally dirty towel, 4 "daggers".
Skills:
Basic Thievery.
Mental Disorder: Kleptomanic.
God: Gyutok, black deity of shadows and night.
Location: Village edge
Status: Probably descended from a leprechaun.
Equipment: Peasant clothes,
hiker's boots,
sharp dagger,
concealable crossbow,
long cloak.
Inventory: Half-eaten poison mushroom, local map, three silver, six copper, Royal Seal of the Iron Kingdom, three documents.
Skills:
Basic Herbalism.
Mental Disorder:
Chronic, lightish depression.
God: Tzynchian, God associated with change, trickery and volatility of life, shoehorned into Chaotic Evil.
Location: The roads.
Status: Pushing wheelbarrow with wood and metal rings in it.
Equipment: Peasant clothes,
barrel armor,
spiked barrel shield, leather apron, small metal ring.
Inventory:
Mallet, handsaw.
Skills:
Basic Carpentry.
Mental Disorder: OCD.
God: Ekape, diety of wisdom, serenity, order, flexibility and cheese eating surrender monkies.
Location: Village edge
Status: Face hurt.
Equipment: Peasant clothes. Small smithing hammer.
Inventory: Firebasket, compilation of 'yo momma' jokes, small pile of rusty metal.
Skills:
Basic Metalsmithing.
Mental Disorder: Attachment to Firebasket.
God: Gorbad, god associated with home, hearth, fire and safety.
Location: Village edge
Status: Fine.
Equipment: Peasant clothes. Jester cap.
Inventory: Squeaky rubber mallet,
waterskin,
another waterskin, judge's mallet, fishing pole, metal hook.
Skills:
Basic Entertainment.
Mental Disorder: Scizophrenia.
God: Lunisa, God of Light and True Seeing. When disciples complete the wishes of Lunisa, she gives them blindness.
Location: River
Status: Fine.
Equipment: Peasant clothes. Snake hair ornament.
Inventory: Smelly tanning tub, containing: Knife,
saw, 8 copper coins, 5 stacks of leather, 1 clothier's needle, thread, 1 bolt of cloth.
Skills:
Basic Carpentry.
Mental Disorder: Claustrophobia.
God: Jikarr, God of Life and Sun. She is often represented as a serpent coiled around a tree.
Location: Village edge
Status: Finger's slightly hurt. Depressed.
Equipment: Peasant clothes,
nailboard.
Inventory: Giggles the demon doll.
Skills:
Basic Jewelmaking.
Mental Disorder: Bipolarity. Hears voices.
God:
Perpentach, god of the carnival and gleeful random evilness.
Location: In front of supply depot