English edition v1.3.3 · fc-doc

#Infiltration Battle Map Examples — Two Water-Supply and Spirit Realm Maps

Contents

Data Catalog. This catalog compresses the scene bundle from the 05-01 Infiltration guide into 2 complete Infiltration maps that can be pulled out right before a session. It follows the structure diagram → scent → law → advice 4-part format of co-05-06 30 battle maps as written, and complies with 02-01 and 02-02. No new numbers, gimmicks, or checks — entry uses Outside Zone rules, gimmicks come from co-05-05, and checks are covered by the 36 skills.


#Scent — Gaps in the Promise

Do not knock on the castle gate.

Enter through kitchen smoke, through the dry bottom of a well, or across one handspan of foothold on a cliff. In everything the castle built to block entry, there is one small promise where people have passed through. These two maps are maps of those gaps.


#How to Use This Catalog

It inherits the usage conventions of co-05-06 as written — parentheses = (zone type / applied gimmick), ── normal adjacency, Front Zone engagement, vertical/separate passage, x blocked. Movement, Breakthrough, Core Zone, and Outside Zone rules follow each co text, and only the dedicated elements in Law are scenario rules limited to these maps.

4 Infiltration Map Conventions:

  1. Discovery = mode shift. The discovery trigger is Perception vs Infiltration opposition (odd Target Number), and the instant discovery happens, it immediately shifts to a siege/defense scene (05-01).
  2. Outside Zone entry axes = secret passage, sewer, cliff, dry well. Outside Zone is used only by shinobi (0 Energy), Infiltration Master (4 points, 2 Energy), Lightness Skill Saint (5 points), and Infiltration Trained characters.
  3. Goal ≠ annihilation. Victory in Infiltration is not defeat of enemies, but theft, rescue, poison, information, or destruction followed by exit.
  4. Guard routes and shift clock use the discovery pressure track from 05-01 (details there).

No new numbers. Fortress Defense uses the grades from co-03-10, and gimmicks use only the gimmick names from co-05-05. Blockade Breakthrough 2d10+Courage≥15 and forced Core Zone entry 2d10+Courage≥13 remain the canonical fixed values.


#Map 1 — Kitchen, Well, Sewer (Water-Supply Infiltration)

#Structure Diagram

[Castle town mouth (social zone, Infiltration entry point)] ── [kitchen yard (narrow interior)] ⇌ [corridor guard post (narrow path cap 3)] ── [inner-yard storehouse (Core Zone: objective point)]
                          │
                      [rice storehouse (supply depot)]
                          ↕
              [dry well bottom (Outside Zone)] ── [sewer culvert (Outside Zone, underwater/waterside)]

#Scent

Ingredient carts and water carriers pass through the karametemon. The kitchen's smoke and noise cover footsteps, but once the corridor guard post is crossed, the inner yard is right there — that single crossing is the longest one. If discovered, the dry well bottom is the only escape route.

#Law

  • Zones: social 1, Front Zone 2, supply 1, Outside Zone 2 = 6 zones. (The smallest version removes 1 Outside Zone for 5 zones.)
  • Applied gimmicks: narrow interior (Infiltration +2, short weapons -1 Energy), narrow path (Blockade cap 3), supply depot, underwater/waterside (movement +1 Energy, fire attack impossible), Outside Zone.
  • Objective = inner-yard storehouse (or well bucket) = Core Zone type 2 objective point (when undiscovered, simply "a room where the guard's back is turned").
  • Dedicated elements: kitchen smoke and noise give a GM-discretion -modifier to Perception checks in that zone (favors Infiltration). / The dry well bottom and sewer culvert are for Infiltration entrants only (Outside Zone rules). / On discovery, the corridor guard post shifts to Blockade and immediately hands off to a 03 siege or 04 defense scene.

#Advice

  • Strong classes: shinobi, ronin, martial arts classes, negotiation types (collect fact cards in the castle town).
  • Recommended enemies: gatekeepers and patrol mook squads, kitchen servant NPCs (witnesses more than combatants).
  • Choice axis: avoid discovery (slowly, with fact-card modifiers) vs rapid theft (quickly, accepting discovery pressure).

#Map 2 — Cliff, Wall, Shrine (Spirit Realm Infiltration)

#Structure Diagram

[gathering below cliff (Infiltration entry point)] ── [cliff foothold (narrow path cap 2, high ground)] ⇌ [wall-top patrol route (high ground, narrow path)] ── [shrine precinct corridor (narrow interior)]
                         │                               │
                    [watchtower blind spot (outer perimeter, high ground)]               [inside shrine (Core Zone: Barrier·spiritual vein)]
                                                        ↕
                                             [passage below wayside shrine (Outside Zone: Spirit Realm interface)]

#Scent

The weakly defended place is the place thought impossible to climb. Ride one handspan of cliff foothold with Lightness Skill, attach to the blind spot atop the wall, pass the sleeping watchtower, and enter the shrine. Will the seal be touched, or only confirmed before leaving? The castle's next mode hangs on one fingertip.

#Law

  • Zones: entry 1, Front Zone 2, outer perimeter 1, interior 1, Core Zone 1, Outside Zone 1 = 7 zones. (The smallest version removes the watchtower and Outside Zone for 5 zones.)
  • Applied gimmicks: high ground (ranged +2, melee -1, entry +1 Energy), narrow path (cap 2), narrow interior, Barrier (yoma entry 2 Wounds or Wisdom≥11), spiritual vein, Spiritual Taint (Fear Courage≥11), Outside Zone.
  • Objective = inside shrine (talisman theft, seal confirmation, assassination) = Core Zone.
  • Dedicated elements: the cliff foothold requires Lightness Skill (2d10+Finesse+Lightness Skill ≥ 13, rope +2), or entry costs +Energy. / Barrier affects both yoma and infiltrators. / When the seal breaks, Spiritual Taint spreads (Mental Save Courage≥11) — Spirit Realm elements are self-contained with co gimmicks alone (not dependent on ex/fc08; if absent, GM discretion). / On discovery, the wall top shifts into a defense firing line.

#Advice

  • Strong classes: shinobi, Lightness Skill classes, Exorcism/Barrier-response classes (esoteric monk, onmyoji, Pure Land monk).
  • Recommended enemies: watchtower archers (Archery — not a separate gun skill), shrine guardian NPC, sealed spirit body ([Incorporeal] tag).
  • Choice axis: risk touching the seal (triggers Spiritual Taint) vs quiet retrieval (confirm only, then exit).

#Variation and Reuse Notes

  • Discovery → mode-shift handoff map: on Map 1 discovery, use co-05-06 03 castle gate pressure battle (the Blockaded corridor becomes the gate passage). On Map 2 discovery, use 21 fortress counterattack (wall top becomes a firing line) or 10 cliff ladder (narrow path cap 2 + high ground, falling battle).
  • Kageyama Castle (07) seed: These two maps are the basis for the Infiltration-mode demonstration in 07-02 — the passage below the shrine in Map 2 connects directly to Kageyama Castle's Spirit Realm element (the sealed shadow gate).
  • Adding/removing zones: from a smallest 3-zone version (entry, passage, objective) to an expanded 7-zone version. Do not draw one castle on one map — draw only the gap for today's scene.

"In everything the castle built to block entry, there is one promise where people have passed through — an Infiltration map is the map of that promise."