# ANOINTED Tutorial Region ```mermaid graph LR; 1---2; 2---3; 3---4; 4-.-1; 4---5; ``` 6-segment Region Clock. Advance clock every time Anointed move between Areas, after every encounter, or after every time they interact with something meaningfully in an area. When it fills, for any area with a completed encounter, roll 1d6: - 1-3: Nothing (roll again next time this comes up) - 4: 1 Dreg + 1 Dreg per Anointed - Default Aggressive, 4-5 Fearful, 6 Unaware - 5: 1 Spearman per Anointed - Default Aggressive, 3-5 Distracted, 6 Unaware - 6: 1 Knight + 1 Spearman per Anointed - Default Aggressive, 5 Distracted, 6 Unaware ## 1. Sanctuary Cells Starting point. - Describe the situation: The Anointed have been imprisoned here since the Age of Reckoning (equipment in hand, just shoved in cells). They've forgotten a lot. The thing they can remember most is regret. (Ask the first Background question.) - The mechanical assembly holding cells activates, opening them. As they get up to go, they remember a little bit more of what they are. (Ask the second Background question. At this point, add the attributes from both and change stats appropriately.) - You can see the guarded entrance foyer up above. The primary door on the other side of the hallway seems to be stuck: you can see someone slumped next to the manual release, heavily injured if not dead. - Players can try to pry it open. It won't work, but on a success one of the bars will come off (consequences: take a few Harm). Treat it as a Mace (Club, once those exist). ## 2. Holding Cells These have also been opened, and imprisoned Dregs are swarming around. - 2 Dregs per Anointed. - Default Aggressive, 4-5 Wary, 6 Fearful - Can scavenge once. Roll an attribute, on a 4-5 gain 1 item, on a 6 gain 2. (Roll 2/pick lowest for Prowess/Conviction, roll 2/pick highest for Skill/Knowledge): 1. Relic Scrap 2. Rope 3. Firebomb 4. Round Shield 5. Spear 6. Hauberk ## 3. Guard Station A staircase up to a small area. Guards here have defeated several dregs and are at the ready. - 1 Spearman per Anointed, 1 Archer. - Default Guarded, 4-5 Aggressive, 6 Distracted. If Dregs were made Fearful and chased here, Default is Aggressive and 4-5 is also Distracted. - Can scavenge once (as in Area 2). On a 4-5 gain the item in question, on a 6 gain 2 Holy Water as well. ## 4. Entrance Foyer. Guards dispassionately taking out prisoners who make it this far. You're next. - 1 Knight, 1 Apprentice per 2 Anointed, 1 Spearman per 2 Anointed - Default Guarded, 6 Distracted - Archers are on a platform. Can be climbed with an Interact attribute roll. - Dying fanatic near controls. - Default Reserved, 4-5 Helpful, 6 Friendly. Will automatically upgrade one step (Reserved to Helpful to Friendly) if healed. - If Helpful, will let Anointed know about Alphonse (see area 5). - If Friendly, will also offer three Relic Scraps. - Can open a door back to the Sanctuary Cell. ## 5. Courtyard and Exit Knight-Captain Alphonse, the knight tasked to hold this prison in an age past, stands at the ready. None have passed so far. - **Knight-Captain Alphonse** and 1 Spearman per Anointed.