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N. Masyk
CHRONICLERS
VOLUME II OF THREE BOOKLETS
Published by
MONKEYS PAW GAMES
KANABO
VOLUME II
CHRONICLERS
Inspired by:
Tunnel Goons, Nate Treme.
BRIGHTHAMMER, Christina Stone-Bush.
SLEDGEHAMMER, John Geary.
Star Dogs, Michael Raston.
Yokai Hunter’s Society, Chema González.
Mausritter, Isaac Williams.
TABLE OF CONTENTS INTRODUCTION .....................................................1
What is this?
On ‘Historical Accuracy’
1
1
Tools for Safe Play 2
Running the Game 3
Rolls 3
Effect 3
Consequences 3
Perception 3
Weather 4
Encounters 5
Reactions 5
NPCs 6
List of NPCs 6
A Village with a Problem 9
Fill Hexes 9
HEXCRAWL ............................................................... 9
COMMUNITIES ..................................................... 12
FACTIONS ................................................................15
ADVENTURE SITE ................................................16
INTRODUCTION
What is this? On ‘Historical Accuracy’
Kanabo is a role-playing game This is a role-playing game
inspired by sword-fighting inspired by Japanese genre film
movies typically set in and makes no attempt or
Tokugawa-era Japan pretense to portray or represent
(1600–1868). Players take on an ‘accurate’ glimpse at
the role of wandering Travelers Tokugawa-era Japan. As such,
roving the countryside seeking ‘historical’ gender roles or
fame, fortune, justice, revenge, expressions and restrictions on
or simply the freedom to roam. social strata are disregarded in
In this time, the fierce civil wars favor of inclusivity and dramatic
of the Warring States Period are effect. If the presence of
over. Left with no more wars to prominent women and other
fight, masterless warriors gender-marginalized individuals
struggle to survive and to find and LGBTQA+ people in
purpose and peace in a society chanbara confuses and irritates
that has largely left them behind. you I recommend going outside
Another typical theme of this and touching some grass.
genre is the internal conflict
between the human intuition
and feeling of right and wrong,
and ones’ obligation to lord and
family.
1
Tools for Safe Play The X card is check-in tools. It
can be used by tapping physical
Sometimes the situations at cards, typing the letter in the
hand, inside or outside of the chat function of the video
game sphere, may make a Player conference software or virtual
or Chronicler feel unwelcome, tabletop you are using, or using
unsafe, or otherwise not hand signals. Before the game
enjoying themselves. Safety begins, remind everyone that it is
tools are a way by which a group available and how to use it.
can check in within each other
before, during and after sessions The X card can be used at any
in order to make sure that point if a participant is
everyone is having fun, uncomfortable with the content
comfortable, and feeling safe at happening in-game. When the X
the table. Communication and card is used by tapping the card
trust are key for a successful or typing an “X” in the chat, the
game. It is everyone’s group can change, rewind, or
responsibility at the table to skip the content.
make sure that the well-being of
those at the table take precedent Other TTRPG safety tools can
over whatever is going on inside be found within the TTRPG
the game. Safety Toolkit, a resource
created by Kienna Shaw and
Lines and veils are used to set Lauren Bryant-Monk. The
boundaries on content in a game. TTRPG Safety Toolkit is a
Lines are hard limits on content, compilation of safety tools that
things that the GM or the have been designed by members
players don’t want to engage in. of the tabletop roleplaying games
Setting up a line means that community for use by players
content won’t show up in the and GMs at the table.
game at all. Veils are soft limits,
things that are ok “behind a
curtain” or when they “cut-to-
black.” Setting up a veil means
that the content might be in the
game but not spotlighted or
described in great detail. Lines
and veils can be adjusted as
needed throughout the game.
2
Running the Game Consequences
You control the world around Discuss potential setbacks,
the Travelers, and the people complications and twists before
within it, and the places they a roll so the players are aware of
have built for themselves. Fill the stakes.
that world with adventure,
danger, and magic.
Effect
In cases where the effectiveness
of a roll is important, check the
tens die. A 1 is a narrow success
while a 6+ is an overwhelming
victory.
3
Weather
Roll for weather each day. Some weather may make overland travel
more difficulty.
4
Encounters Reactions
When the Travelers are When the Travelers encounter a
exploring an Adventure Site, roll creature whose reaction to the
for encounters every three turns, party is not obvious, you may roll
or whenever the party creates for their disposition.
noise or otherwise draws
attention to themselves. 1-2 - Hostile
5
NPCs
All NPCs have a harm stat, a number of Wounds, a mien, and a special
ability.
If a player rolls above their target number on an attack roll, they may
suffer wounds equal to an NPC’s harm stat. If the damage is not
interesting or appropriate, create an interesting complication the player
must overcome instead.
Just like a PC, when an NPC suffers harm, mark off that many
wounds. When their last wound is marked off, they die.
Most intelligent NPCs will attempt to flee combat if more than half of
their wounds have been marked off.
List of NPCs
A few of the most commonly-encountered NPCs.
Recruit Experienced
Harm: 2
Wounds: 3
6
Expert Lurker
Tree-Spirit Harm: 1
Wounds: 2
Tiny ghost-lights that flicker
around special trees that grow
high within the mountains. Trickster Sprit
Some of these tree-spirits are
benevolent, some are not. At times, a wizened old man
with an exceptionally long nose;
Harming a kodama or cutting at others, a humanoid bird-of-
down their tree invokes a curse. prey with sharp eyes. Beware
solitary aescetics in the high
Harm: 0 mountains, who speak in riddles
Wounds: 2 and sow dissent.
Harm: 3
Wounds: 2
7
Ghost Ogre
Harm: 1
Wounds: 3
8
HEXCRAWL
A Village with a Problem Fill Hexes
Each session, the Chronicler Start with a 5x5 map of one-mile
should create a small hex-map hexes. Place a community in the
featuring a community in some center. To fill the remaining
kind of distress, desire, or hexes, roll on the hex contents
disaster. Present problems and table or use them as inspiration.
allow the Travelers to find or Write a brief description for
invent solutions. each hex.
Hex Type
1-2 Grassland
3-4 Forest
5 Flood Plains
6 River
7 Swamp
8 Valley
9 Mountain
10 Hamlet
9
Landmark - Flood Plains Landmark - River
1 A Spiting Geyser. Water Mill.
2 Sunken Barge. Fallen Tree Crossing.
3 Converging Tributaries. Stone Bridge.
4 Eroded Riverbank. Sunken Shrine.
5 Stepping-stones. Dry Riverbed.
6 Muddy Flats. Canal Lock.
7 Row Of Dead Trees. Lonely Island.
8 Massive Boulder. Haze-covered Waterfall.
9 Silty Dam. Covered Bridge.
10 Twisted Roots. Sheer Cliffs.
Landmark - Swamp Landmark - Valley
1 Tar Pits. Steep Hill.
2 Giant Mushroom. Grape Orchard.
3 Beached Barge. Stone Wall.
4 Sunken Hollow. Craggy Trees.
5 Tangle Of Roots. Isolated Shrine.
6 Haunted Moor. Toll Booth.
7 Row Of Dead Trees. Stand Of Pine.
8 Grove Of Ferns. Quiet Road.
9 Submerged Trash. Field Of Clovers.
10 Hidden Shrine. Huge, Flat Rock.
10
Landmark - Mountain Landmark - Hamlet
1 Mist-shrouded Waterfall. Strawberry Hedge.
2 Ring Of Stones. Grazing Livestock.
3 Spitting Volcano. Busy Road.
4 Cloud-shrouded Lake. Overgrown Gardens.
5 Winding Path. Modest Shrine.
6 Veiled Caverns. Run-down Farmhouses.
7 Cliff Face. Moss-covered Ruins.
8 Snow-capped Shrine. Lantern-lit Graveyard.
9 Carvings In The Rock. Empty Village.
10 Pine-topped Ridge. Crumbling Tower.
Details
1 Noble’s manor. What made them rich?
2 Site of a recent battle. Who’s left?
3 Herd of beasts. What are they feeding on?
4 Witch’s hut. What knowledge do they possess?
5 Hunting grounds of a monster. What treasure are they guarding?
6 Predator’s den. What are they hunting?
7 Humming stones. What makes them hum?
8 Haunted by a spirit. What do they demand?
9 Bandit hideout. Who are they preying on?
10 Completely lifeless. What happened?
11
COMMUNITIES
Size
1-2 Farm or manor (1-3 families)
3-4 Crossroad (5-10 families)
5-6 Hamlet (50-150 people)
7-8 Village (150-300 people)
9 Town (300-1000 people)
10 City (1000+ people)
Governance
1-2 Village Elders.
3 Merchant Landowner.
4 Chief Magistrate.
5-6 Low-Status Noble.
7 High-Status Noble.
8 Manor Lord.
9 Military Governor.
10 Duke.
12
Inhabitants Notable Features
1 Wary of outsiders & newcomers. Meditative gardens.
13
Industry Events
A natural disaster. Everyone is
1 Vast, sprawling poppy fields. packing to leave.
A popular, well-frequented The locals prepare for a regional
2 marketplace. celebration.
Farmers, tending to rice paddies. A nearby creature has everyone
3 on edge.
A wedding. Priests purifying a
Stonemasons, mining from a
4 shrine with blessed salt
nearby quarry. beforehand.
Woodcutters, with axe and saw. The local Duke demands a heavy
5 tithe.
Rough and rowdy sailors and Market day. Merchants are
6 fishers. flocking to the settlement.
7 Gardens of rare and exotic herbs. A traveling theatre troupe arrives.
The Governor is levying soldiers
8 Merchants and traders. for a campaign.
An illness ravages the
9 Hives of bees and their veiled community. Carts of dead, pulled
keepers. by masked physicians.
Several children have gone
10 Kiln-fired pottery. missing.
14
FACTIONS
Factions are the major powers within your hexcrawl. These can be
anything from Clans and other powerful families to merchant cartels to
criminal organizations.
Faction Type
1 Noble Family.
2 Labor Union.
3 Local Lord.
4 Populist Commune.
5 Wandering Warriors.
6 Religious group.
7 Government official.
8 Artisan guild.
9 Merchant cartel.
10 Criminal fraternity.
Goals Resources
1 Subjugate a Community. Hired Mercenaries.
2 Stop an Impending War. The Emperor’s Blessing.
3 Dominate a Trade Route. Extravagant Wealth.
4 Start a War. Supernatural Powers.
5 Establish a Protection Racket. Ruthless Reputation.
6 Political Marriage. Religious Fervor.
7 Capture a Fortress. Secret Hideout.
8 Obtain a Rare Artifact. Solidarity with Common Folk.
9 Establish a New Settlement. Advanced Weapons.
10 Recruit the Vulnerable. Strength in Numbers.
15
ADVENTURE SITE
Adventure Sites are locales filled with wonder, peril, and often
treasure.
History Happenstance
1 Ancient Shrine. Flooding.
2 Deep Mine. Site of a Great Battle.
Inhabited by Supernatural
3 Crumbled Watchtower.
Creature.
4 Misty Moor. Buried in a Landslide.
5 Lord’s Manor. A Great Fire.
Overgrown with Roots and
6 Fog-Shrouded Bridge.
Moss.
7 Burial Site. Attacked and Overrun.
8 Grain Mill. Mysteriously Abandoned.
9 Warrens, into the Earth. Torn down in a Storm.
10 Blood-Soaked Battlefield. Haunted.
Discoveries
1 Trinket
2 Valuable Discovery
3-4 Unusual Discovery
5-6 Large Discovery
7-8 Useful Discovery
9-10 Hoard Of Coin
Useful Treasure
1 Well-preserved Rations.
2 Spirit-Banishing Prayer Scroll.
3 Bundle of Dried Torches.
4 Satchel of Healing Herbs.
5 A Well-Cared-For Weapon.
6 Gourd Canteen of Fine Liquor.
7 A Helpful Spirit.
8 Leather Pouch of Explosive Powder.
9 Maps of the Surrounding Region.
10 A Purified Circle of Ground, Safe to Rest.
Hoard of Coin
1-2 Towering mound of d10 x 10g.
3-4 Overflowing chest of d10 x 5g.
5-6 Heavy bag of 2d10 x 5c.
7-8 Small purse of d10 x 10c.
9-10 Loose scattering of d10 x 5c.
18
NOTES