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CALLED
A nanogame by W endy G
CACL L E D
orman
a it in g. T he t im e ha s co m e t o
t he da rk n es s , yo u s it , s hi v ering, w w ha t it is you
Gathered in e a ll re a d t he text- yo u kn ow yo u kn ow
ha t it
m on ... s om et hi n g. Y ou v d re b el s . I t re je ct s w
sum cl os e t he b oo k, your min the
summon, but ever ow only that you desire above all else to be a ves. sNelowfoisr the
y t im e yo u
has learnt. You kn ises pow er, real pow er, to those who accept it being. You
creature. It prom is that youve all w orked so hard to bring into upply list.
time to reveal what it check your s
You w ill need:
12 candles
matches
a darkened room
space to sit and su
mmon
a group of people in
summoning an unknowtearested in
into their human bodies ble creature
The Setting
Ted and Elaine Burrows are darlings of the psychic investigation world. Their cases, exorcising haunted
houses and fighting off demons, have been the subject of books, movies and a hundred internet conspiracy
theories. Not everyone is in love with them, though. Some people think theyre full of shit. Some people
think they failed.
Theres a locked basement in the Burrows mansion - paid for by their many grateful clients - where they keep
all the cursed items from their past cases, including the infamous Clarabella, the haunted doll. Every month,
a priest comes by to bless the room.
Tonight, the Burrows are the subject of a TV documentary for Gauntlet City Stories. Theyre going to meet one
of their strongest critics - the outspoken celebrity atheist Richmond Hawkins - before the crew film the priest
performing his ritual blessing over the cursed objects lurking in the basement below. But theres another,
uninvited, guest - someone with a score to settle, and a shotgun.
The Killer
A horde of more demons, witches, ghosts and creepy-ass cursed dolls than you can imagine are out, and
they do not appreciate being locked up for years on end. Imagine the end of The Cabin In The Woods in a
New England mansion, blood splattering the chintz.
The Victims
Ted Burrows, The Scheming Manager
A lot of people think that the Burrows are liars out for a quick buck, and Ted Burrows is one of them. He
doesnt believe a single thing from one of his cases, but when he found Elaine, he saw a way of making a
profit. So he did what any self-respecting con artist would: he married her and started driving her up and
down the country to people who thought their houses were haunted or their dogs were possessed by the
devil, and charging them by the hour.
Susan Lundquist, the technician responsible for The Fun Hole, a maze-like crawl space located beneath
repairing the restaurants numerous arcade games and the main stage in the dining room. It was boarded-up
animatronics. She has worked at the restaurant since in 1986, and a number of bizarre theories explaining its
the early 1970s, and is familiar with all the stories and closure have taken hold in Hugo. The most popular is
urban legends that swirl around it. that a little person with a sharp stick hid inside one day
and poked children as they crawled by, but some say a
girl celebrating her tenth birthday found the remains When viewing the live
of her missing grandmother inside the tunnels. Susan feed from the security Special Cards
Lundquist is the only person on staff who knows the cameras, a child appears Flashback
real reason the Fun Hole was closed, and she jealously to be roaming around the
guards that particular piece of information. restaurant. When you go Early Reveal
to investigate, they are Anachronism
The walk-in freezer, filled with pizza dough and frozen nowhere to be found. A Strange Location
meat. The overhead light is broken, and the flashlight
just inside the door is usually missing batteries. There The Barnyard Band Defeat the Evil
is a rumor that an employee was once locked inside show suddenly springs
overnight and froze to death. There are wild scratch to life, with flashing
marks on the interior walls that lend some credence to stage lights and moving animatronics, but there is no
this tale. music. Instead, a series of terrified screams mixed with
chanting and realistic animal noises can be heard over
the speakers.
Pizza Time! Sample Clues The Employee of the Month wall shows the same
An animatronic character seemingly turns on by itself picture over and over, that of a worker who hung
and says something eerily relevant to the situation at himself in the main dining room back in 1984.
hand.
The ball pit occasionally turns up a clue related to a
Civil War artifacts keep mysteriously turning-up in the famous missing child case.
merchandise case next to the stuffed animals, frisbees,
and other Calamity-branded tchotchkes. Their price in When you turn off the lights in the womens restroom,
tickets is always 1,863. frantic whispering can be heard coming from one of
the stalls.
The Madame Zola fortunetelling machine reveals
prophecies of an increasingly dire nature. When you put a token in the skeeball machine, you get
seven normal, wooden balls, plus one covered in pink,
The characters in the Urban Warriors II fighting game slimy flesh.
take out handguns and blow their own brains out
before the match begins, covering the screen in The back area of the restaurant smells like garlic,
pixelated blood and a Game Over message. You do cheese and cold pizza dough, except for the managers
not get your token back. office, which smells like lavender, burning hair, and
feces. There appears to be nothing out of the ordinary
A slick of purple ooze is found in the kitchen. For a brief going on in the office.
moment, it seems to recoil at your touch.
Setting
Garden City is a community on the edge of failure. Once an important stop on routes by river, rail and road, it
is now bypassed and forgotten. Its once beautiful parks are now untended wastelands that the people avoid.
Crime and corruption have robbed the city of its finances and its hope.
Not everyone has given up though. The self-titled Garden City Volunteers (GCV) are a team of vigilantes
whove taken to the streets to protect their city. Theyre on their own, with only their own skills and talents
to use in their fight to help Garden City. This is their second week of crime fighting. So far the worse theyve
faced have been small groups of drug dealers and protection racketeers.
Act 1 - Discovery
In which the characters and the scenario are
introduced. Drug Thugs
Its mid-winter and just above freezing. Theres not been The number of thugs is the same as the number
any snow yet, but its forecast for tomorrow morning. of player characters. Half of them are by the van,
The Garden City Volunteers have been sat on top of the others by the warehouse door. Use the least
a warehouse on stakeout for three hours, waiting for threatening NPC for the system, armed with
a drug shipment to be moved. The adventure starts knives and small pistols. Combat should last just
with the characters trying to keep warm, amused and long enough for each player character to take an
attentive. At last, at 9 PM, a van arrives. action. Tactically, the drug thugs will split up and
attack a player character each.
Several thugs come out of the van and are met by more
appearing from the warehouse opposite the characters The drug thugs are 1d6+1 mooks with the
perch. The thugs wheel out a pallet truck of drugs and following traits - Charge, Ranged Attack (3), Run.
begin loading the van. Just after the thugs notice the
GCV but before the fighting starts, all the lights go out.
Anything battery powered fades over the next minute.
Once the thugs are dealt with, the characters discover that the entire city is without power.
Act 2 - Investigation
In which the characters learn more and help the city.
The following facts are available should the characters make sensible actions to discover them.
Both local power plants are running at maximum output, but the electricity is being drained away.
Management at both sites cant reduce the output as the controls have been overridden. Investigating this
reveals small boxes attached to the control consoles. These are emitting and receiving a traceable signal to
an abandoned industrial estate towards the citys edge. It is difficult to remove the boxes safely but doing so
allows the power plants to reduce output. Electricity is still being drained from the national grid.
The occasional street lamp is still working. Noting the locations of these on a map reveals several lines across
the city. These lines all converge on an abandoned industrial estate towards the citys edge.
The public records office has records of all the electrical cabling work done in the city. Examination of
this reveals a whole series of seemingly spurious cable installations. These all seem to lead towards an
abandoned industrial estate towards the citys edge.
Theres a barely audible hum throughout the city, just loud enough to set your teeth on edge. While the
noise seems to come from everywhere, its definitely louder in some parts of the city than others. Following
the increase in volume leads to an abandoned industrial estate towards the citys edge.
As the characters move about the city, they may discover:
Nothing electrical is working in the city and a few citizens are using torches for light.
Emergency services are moving around the city on foot, by horse or by push bike.
Hospitals are in a state of panic with several patients on life support equipment dead.
Deactivated vehicles litter the streets.
Looters are taking advantage to break and enter shops.
The city is strangely both quiet and noisy as theres no traffic or electronic sounds. Instead the air is filled
with the sounds of panicked humanity.
A family of four trapped in a burning building.
Looters
Should the character intervene with the looting, twice as
many of looters as there are characters will stay to fight.
The rest will run away with what they can carry. The looters
have the same characteristics as the drug thugs from Act
1. Armed with guns and knives, theyll pair up to attack the
player characters. Once half of them are defeated, the rest
will attempt to flee. If questioned, theyll say a local mob boss
sent them out to take advantage of the power cut.
The looters are 1d6+1 mooks with the following traits -
Charge, Ranged Attack (3), Run.
Act 3 - Confrontation
In which the characters
solve the problem. Auto Turrets
As the characters arrive at The turrets are fixed in place, one on each surface (wall, floor, wall and
the abandoned industrial ceiling). They use motion sensors to fire on anything that gets within six
estate, they see its filled metres of the door. They are not very accurate but make up for this with
with empty factories and rate of fire.
weed covered concrete. One
The turrets are 1d6+3 mooks with the following traits - Ranged Attack
empty lot is surrounded by
(6), Resilient (5), Volley Fire (6).
working streetlights. At the
centre is a large metal hatch
atop a concrete plinth thats Lab Defences
moderately difficult to open. Roof mounted arc launchers that shock for minimal damage. There are
The ladder underneath the two launchers plus one for every two player characters.
hatch descends for ten metres
to a wide bunker corridor. Every The launchers are 1d6+4 mooks with the following traits - Shocking (6),
metre along the corridor there Resilient (10), Suppressive Fire (6).
Through the blast door is a lab Dr Demilles has 4 dynamic potential, 2 static potential and a potential
full of bright lights and sparking recoup of 3. His advantages are listed as the end of the scenario.
equipment. There is a nerve
jangling hum in the air and it
smells strongly of ozone. The
lab is at least forty metres along each side. A man stands on a raised dais at the centre of the room working
a set of control panels. Hes wearing a lab coat and long rubber gloves. When he turns around to face the
characters, they can see most of his hair has been burnt off and his eyebrows are maniacal. With a cry of
Youll never stop my glorious experiment, he turns off the lights and attacks the characters. The lab is now
dark, violently illuminated only by splashes of sparks from the equipment.
On the scientists defeat it is easy to persuade him to talk or easy to infer from the control panel what is
going on. This laboratory is draining all the power from the city to charge an experimental capacitor bank.
The scientist is obsessed with energy storage, to the point where hes been able to rationalise putting a
dying city in danger. The power draw from the city is easy to resolve and is done via manual relays. However,
all the energy stored has to go somewhere. The choices are:
Dumping it into the lab. This will destroy the lab and most of the lot within thirty seconds of the switch
being thrown.
Sending it back into the grid. The lab will be safe but power conduits across the city will burn out.
Epilogue
As the characters leave the industrial estate, theyll encounter a lone police detective on a horse
approaching the estate. Lieutenant Sara Holligan had also figured out the source of the problem and was
heading here to investigate. If the characters elected to destroy the lab, Holligan will happily congratulate
them. If the characters chose to save the lab, Holligan will be angry at the damage to Garden City. Either
way, shell take custody of a surviving Dr Demilles and warn the characters that if she sees them again, shell
arrest them as vigilantes.
Snow begins to fall as the sun rises.
Mook Traits
Charge
Move and attack as a single action. The movement cannot exceed a movement resistance of 3 and must
involve an attack at its end.
Resilient (x)
Extra hard to kill. Add (x) to all resistance actions.
Run
The mook can run using their Mook advantage dice value.
Shocking (x)
A ranged attack that stuns and shocks the target by making a potential attack at range. X is the range.
The Slippery Staircase, built on the top of a The Knifes Point, where daggers hanging
2 craggy outcropping south of town. Incredible
view of the countryside from any table. The
2 from the ceiling immortalize the victims of
every bar brawl and backstab within its walls.
ascent is safe, but the descent (after libations)
has claimed many ankles.
The Rusty Hook, where the locals are salty sea
3
The Golden Onion, a huge tavern with
seemingly endless corridors, side rooms, and 3 dogs with dark tales from their voyages, or at
the very least a saucy sea shanty or two.
bars.
The Captains Cock, where the large sign Guilty Pleasures: the owner of this discrete,
1 of a rooster over the door does not make
guests feel better about drinking the taverns
1 moonlit tavern, Belle the Fae, is famous for
having exactly the drink you desire; but
signature thick, white, frothy beverage. the door only opens for those who have
something she wants.
The Toad & Filth, dirt cheap and filled with
2 the unwashed masses. A single lantern in the The Troll Wife Tavern, where the bard sings
centre of the room casts ugly shadows along
its grimy walls.
2 obscene songs about a barbarian and a fish.
5
The Bats Belly Inn & Pub, where the boy-
whores go to dance at night and drink deep
5 at the Tainted Toad, or else one of the many
brightly colored frogs on the walls and ceiling
of Troll-fucker Ale. may find its way into your cup. A poisoners
paradise.
The Grim Sails, which has walls made of wood
6
The Last Drop, the sign for which doubles as a
gallows. 6 salvaged from a terrible shipwreck.
The Sparrows Sigh, a once lush and decadent The Queens Chamber, where the crunch of
1 establishment now moth-eaten and smelling
of cold and dust. The proprietress will
1 insect shells underfoot speaks to the patrons
exotic tastes.
trade you a meal for a kiss or tales of your
adventures, but youll find it hard to leave in
The Black Pudding, named after its signature
2
the morning.
dessert. Dont ask for the recipe...Lit only by
A brothel for slaking intellectual lusts:
2 books & scrolls line the corners, and quiet
conversation abounds. Many fathers take
candlelight so you cant identify the chunks.
3
there is rumored to expedite ones recovery.
the common tender is coin, but Argo provides
first class service to patrons who also bring
The House of the Harping Monkey, which
4
him a severed hand for his collection.
looks old, run-down, and derelict on the
The Barking Lizard, where the drinks are
4
outside, but ... well, when you go inside, it
served quickly and the meat pies are best pretty much looks like that, too.
not investigated too thoroughly. Located
equidistant from the local mortuary, The Headless Gnome. A large glass jar with
taxidermist, rat catcher, and tannery, but
surely thats a coincidence.
5 the remains of a diminutive humanoid
preserved in alcohol sits atop the main bar
The Blessed Colony, whose sign depicts an of this bustling tavern. They say drinking the
5 apparently idyllic landscape of the village. On
closer inspection, swarms of rats are pouring
liquid from the jar causes your darkest desires
to be fulfilled.
from every window in the painting. The Seedy Tavern. An underground pub.
6 Roots stretch from ceiling to floor. For those
in the know, you can ask for the seeds of
An upscale franchise at first blush, but hidden
6 in the depths below patrons gamble away
their lives at the tables and in the pits. Many a
creativity and expand your mind.
CREDITS
Cover page Illustration by Dirk Detweiler Leichty Miscellany: Three-dozen Seedy Taverns. Contributors:
www.patreon.com/dirkleichty Mick Bradley, Jason Cordova, Yoshi Creelman, Kristen
D, Robert Doe, Daniel Fowler, Lowell Francis, Ignacio
Called: A nanogame by Wendy Gorman. Illustrated by Hernandez, Oli Jeffery, Maxime LaCoste, David LaFreniere,
Dirk Detweiler Leichty Christo Meid, Jim Miller, Will P, Ferrell Riley, Dylan Ross,
Michael Siebold, Slade Stolar, Eadwin Tomlinson, Brian Vo,
The Conjuration: A scenario for The Final Girl by Oli
Isa Wills
Jeffery. Illustrated by Allan Dotson.
Layout: Oli Jeffery. o.jeffery@gmail.com
Pizza Time! A Lovecraftesque scenario by Jason Cordova.
Illustrated by Ron Thomas. Editing and proofing: David LaFreniere
Plunged Into Darkness: A 6d6 scenario by Jaye Foster. Editor in Chief: Jason Cordova
Illustrations by Nery Mejicano
codex keepers
Tommy Rayburn, Keeper of the One Who Grinds Your Skin Robert Ruthven, Keeper of the Hidden Moors
Paul Sheppard, Keeper of the Invisible Candle Steven Watkins, Keeper of the Three Wicked Kings
Luke Wayland, Keeper of the Unknowable Words Matthew Gushta, Keeper of the First Oak
Eloy Cintron, Keeper of the Burning Pages Shervyn von Hoerl, Keeper of the Titans Womb
Mikk Pristavka, Keeper of the Amber Horn of Helthe Daniel Fowler, Keeper of the Unidentified Artifacts
Ferrell Riley, Keeper of the Rodents Wisdom Daniel Lewis, Keeper of the Unspeakable Fixation
Tor Droplets, Keeper of the Charming Wind Christopher Wiegand, Keeper of the Head of Nerva Atellus
Daniel Lugo, Keeper of the Winter Reverie Brian Vo, Keeper of the Seclusium of Loshe the Living
Tom McGrenery, Keeper of the Two Tongues Fraser Simons, Keeper of the Neon Veil
Dirk Leichty, Keeper of the First Lines Kyle Simons, Keeper of the Tome of Heroes
Antoine Pemple, Keeper of the Jale Dream Ray Otus, Keeper of the Endless Page
Chris Sniezak, Keeper of the Undying Voice Stewart Wieck, Keeper of the Ink-Black Night
fylefou, Keeper of the Inscrutable Circle Matt Stuart, Keeper of the Ulfire Door
Isa Wills, Keeper of the Feathers of Regret Lester Ward, Keeper of the Golden Knot
Tomer G, Keeper of the Squamous Beast Below Candida Norwood, Keeper of the Weeping Cells
Eadwin Tomlinson, Keeper of the Dreary Island Sean Smith, Keeper of the Crimson Hood
Christopher Meid, Keeper of the Tainted Feast Jared Neubrander, Keeper of the Library of Eidoloss
Johannes Oppermann, Keeper of the Temporal Rift Jeremy Scott, Keeper of the Brazier of Azad-Kan
Aaron Berger, Keeper of the Abyssal Ore Patrick Brannick, Keeper of the True Name of Abbadon
Mark Diaz Truman, Keeper of the Clockwork Corvid Wesley Naval, Keeper of the Tenebrous Chapel
Phillip Wessels, Keeper of the Dun Putrescence Patrick Perkins, Keeper of the Vernal Extraction
Stephen Tew, Keeper of the Emerald Path Mikael Tysver, Keeper of the Hymnal of St. Evelyn the White
David Rezak, Keeper of the Three-Headed Coin Richard Ruane, Keeper of the Sacred Malignance
Jacob Densford, Keeper of the Rusted Metropolis Tim Jensen, Keeper of the Pilgrims Forge
River Williamson, Keeper of the Blazing Sigil John Nolan, Keeper of the Crown of Good King Edwall
Charlie Etheridge-Nunn, Keeper of the Unsolvable Riddle John Roberts, Keeper of the Sword of St. Murienne
Lowell Francis, Keeper of the Black Quill watergoesred, Keeper of the Rose Maidens Labyrinth
Robert Nolan, Keeper of the Furtive Manikin Aaron, Keeper of the Child Upon Whom We Dare Not Look
Richard Rogers, Keeper of the Fathomless Well Jacob Wood, Keeper of the Protoplasmic Pit of New Life
Mark Tygart, Keeper of the Oblique Atlas Jorge Salazar, Keeper of the Red Kings Heart
Kristen Davis-Owen, Keeper of the Whispering Menace Yoshi Creelman, Keeper of the Tritons Blessing
Michael Mendoza, Keeper of the Sleeping Pygmy Samwise Crider, Keeper of the Golden Scar
Wesley Naval, Keeper of the One-Way Door Victor Wyatt, Keeper of the Blood-Soaked Corridor
Jim Morrison, Keeper of the First Starlight Steven Warble, Keeper of the Basin of Vile Ablutions
Dylan Ross, the First Keeper Andrew Mayer, Keeper of the Sandstone Mysteries
Donogh McCarthy, Keeper of the Nine Dread Names Jim Miller, Keeper of the Conch Shell Horn of Nammu
Derek Grimm, Keeper of the Spirit Discs Kevin Lovecraft, Keeper of the Flesh-Bound Book
David LaFreniere, Keeper of the Six Questions Nicholas Hopkins, Keeper of the Passage to Dim Carcosa
Josh Gary, Keeper of the Windswept Plane of Dust Christopher Onstad, Keeper of the Ancient Ungulate
Michael Barford, Keeper of the Eternal Chime Slade Stolar, Keeper of the Crones Black Verse
Jeffery Collyer, Keeper of the Oneirophrenic Chords Christopher Thompson, Keeper of the Library of Atlantis
Gary Anastasio, Keeper of the Bludgeons of Ecstasy Rob Abrazado, Keeper of the Purple Falsehood
Manuel Suarez, Keeper of the Sentient Mist Lee McDaniel, Keeper of the Crown of King Ahanu the
Jason DAngelo, Keeper of the Merry Abbatoir Laughing
Flo Hoheneder, Keeper of the Bone Reliquary Jennifer Erixon, Keeper of the Spider Tombs
Dan Shimizu, Keeper of the Child Who is Wreathed in Flame Joby Morey, Keeper of the Milk-White Putrescence
Adam Nordin, Keeper of the Vault of Atrocities J.D. Woodell, Keeper of the Hymnal of St. Aasu the Butcher
Bay Chang, Keeper of the Heart of Lursiss Greg Sanders, Keeper of the Fragrant Void
Vincent Arebalo, Keeper of the Dolm Sarcophagus Joe Nehmer, Keeper of the Pungi of the Serpent Queen
Saul Alexander, Keeper of the Ebony Cat and All We Deem Adam Ness, Keeper of the Axe of Jeffery Bleakwood
Above Her Robert Corr, Keeper of the Ram That Whispers Lies
Jesse Burciaga, Keeper of the Beast Masks Kevin Flynn, Keeper of the Vermin Chaplet
Ron Thomas, Keeper of the Spectral Visions Jason Martinez, Keeper of the Woman Whose Face is Naught
Jeremy Mahr, Keeper of the Almanac of Leng But Tentacles
Casey McKenzie, Keeper of the Pain Repast Ian Donald, Keeper of the Dying Grottoes
Mick Bradley, Keeper of the Man Who is Naught but Mouths Acritarche, Keeper of the Diary of Sanguine is the Eye
Steve Mains, the Keeper Who is Beyond Our Reach John Campbell, Keeper of the Dark Shard of Nemrath
Johan Jaurin, Keeper of the Laughing Chaos Neko Cam, Keeper of the Child Who Sings the Final Song