#Kageyama Castle — One Stage, Four Faces
Contents
Campaign Module. This fixes one mountain castle, Kageyama Castle, as the single stage shared by four modes: siege, defense, Infiltration, and ruins. Here, only the castle's geography, structures, zone list, and base map are fixed; mode-specific usage (clocks, hooks, battle-map mixing) is handed to
07-02 4-mode usage. Structure rulings follow02-01and02-02, and every number is cited fromco— no new numerical system.
#Scent — Same Castle, Four Faces
A double castle gate hangs on a misted mountainside.
The dry well's bucket sound rises from inside the kuruwa, and below the small shrine in the deepest place — some shadow is leaking out. It is the same castle. Yet to the attacker it is a gate, to the defender a wall, to the infiltrator a shadow, and to the one walking through ruins a tomb. Kageyama Castle lives four times as one stage.
#Castle Identity — Meta Card
| Item | Content |
|---|---|
| form | mountain castle — concentric 3-kuruwa structure on mountaintop and ridge |
| location | borderland where two highways and one mountain road meet (strategic point) |
| core resources | mountain well · powder storehouse · small shrine |
| defensive features | narrow uphill path · double castle gate · high watchtower |
| weak points | old secret passage · tension with the castle town · drying well |
| Spirit Realm element | sealed shadow gate below the shrine (core threat of ruin mode) |
| current state | shifts by mode into active castle / besieged castle / Infiltration target / ruins |
- Fortress Defense = stone castle (Defense 15) (
co-03-10: palisade 12 / stone castle 15 / great castle 18). Fortification cap 18. In ruin mode, only collapsed sections are reduced by Defense -N (no new grade). - Scale = 3 kuruwa: honmaru, ninomaru, sannomaru + a standard structure set.
- Blanks for the GM to fill (recommended defaults): castle lord (recommended: samurai 6~8 dan or
fc11NPC) · defending forces (recommended: 3~4 mook squads + 1 party, forces by roughly 3000 koku inco-03-10) · public sentiment (recommended default 5). Fixed NPC stats are owned byfc11andco-08-02— this stage document only provides blanks and recommended defaults.
#Geography and Approach Routes — Vertical Traffic Line
From outside the castle to the honmaru is one vertical chain (the border mountain-castle trait from 01-02 terrain and approach routes):
[castle town] ── [foothill fork] ── [narrow uphill path] ── [otemon (outer castle gate)] ⇌ [sannomaru yard] ── [middle castle gate] ⇌ [ninomaru yard] ── [inner castle gate] ⇌ [honmaru (Core Zone)]
- siege pushes this chain from bottom to top (one kuruwa at a time).
- defense cuts it from top to bottom while retreating (kuruwa are retreat lines).
- Infiltration bypasses the chain (secret passage, cliff, sewer = Outside Zone).
- ruins have the chain cut off in places (collapsed castle gates, blocked kuruwa).
Read one route in four directions — that is how Kageyama Castle lives four times.
#Zone List — Parts Box
Parts shared by all 4 modes. Each structure overlays a Kageyama-specific value onto the mapping from the 02-02 structure cards.
| Structure | co Gimmick (Kageyama Value) | siege / defense / Infiltration / ruins Hook |
|---|---|---|
| otemon (大手門) | narrow path Blockade cap 4 + wall/barricade + high ground on wall top (Defense 15) | main gate Breakthrough (03 map) / Blockade and pincer / karametemon bypass / broken door leaves |
| middle castle gate and inner castle gate | reuse otemon gimmick (re-Blockade and retreat line between kuruwa) | layered Breakthrough / retreat line / skip zones / collapsed inner kuruwa |
| narrow uphill path | narrow path cap 3 + side forest/brush slope | fighting while climbing / rolling rockfall / mountain-shadow Infiltration / collapsed road |
| high watchtower (櫓) | high ground (ranged +2, melee -1) | must be cleared before Breakthrough / shooting support / sleeping watchtower / collapsed watchtower |
| sannomaru yard | outermost kuruwa — first rally point and first retreat line | first foothold / first retreat line / outer perimeter Infiltration entry / empty yard |
| ninomaru yard | middle kuruwa — command rally and second retreat line / conditional Core Zone candidate | second Breakthrough / command core / Infiltration between kuruwa / maze |
| honmaru (本丸) | Core Zone type 3 boss lair (castle lord), or mode-specific objective point | final Breakthrough / last resistance line / direct Core Zone route / earthbound spirit's throne |
| mountain well / dry well | Core Zone type 2 objective point (holdout resource, control for 3 rounds) + poison/contamination hook / dry well = secret passage entrance (02-02 well) | cut the water source / drying clock / poison insertion and entry route / blood-water well |
| powder storehouse | supply depot ("gunpowder supply depot" explosion = everyone in zone takes 2 Wounds) + fire zone trigger | arson target / heart of a long battle / powder theft / scorched residue |
| small shrine / shadow gate | Barrier + spiritual vein + Spiritual Taint; when unsealed, Outside Zone type 2 Spirit Realm interface | Barrier destruction / spiritual wall / seal confirmation / sealed shadow gate |
| old secret passage | Outside Zone (shinobi 0, Infiltration Master 4 points 2 Energy, Lightness Skill Saint 5 points) | collaborator's back door / escape and relief route / main entry route / forgotten passage |
| castle town | social zone + co-03-10 public sentiment (≥7 militia +1·≤2 cohesion -1) | pre-siege work / public sentiment=militia / Infiltration prep / abandoned town |
#Base Map Skeleton
Do not draw the whole castle on one map (02-01 §Law 4). This section gives only one standard skeleton (gate-pressure axis), while 07-02 mixes the remaining mode-specific maps (notation from co-05-06):
[outside rally point (Rear Zone)] ── [narrow uphill path (Front Zone, narrow path cap 3)] ── [otemon (Front Zone, narrow path cap 4, barricade)] ⇌ [ninomaru yard (enemy Rear Zone)]
│ │
[watchtower (outer perimeter, high ground)] [secret passage (Outside Zone)]
6 zones — mixes structures with different purposes (uphill path, gate, watchtower, yard, Outside Zone). Keep the 3~7 zone cap per scene.
#Mode Shift Table — Four States
| Mode | State | Central Question | Pressures Turned On | Honmaru |
|---|---|---|---|---|
| siege | active castle (siege target) | how do we open it? | time · morale | Core Zone type 3 (final Breakthrough) |
| defense and holdout | besieged castle (in holdout) | how many days can it hold? | supply · public sentiment · time · collusion | last resistance line |
| Infiltration | Infiltration target | what will be stolen? | collusion · yoma · Spirit Realm | objective point (reach it and leave) |
| ruins | ruins | what remains? | yoma · Spirit Realm (+collapse) | earthbound spirit's throne |
Detailed procedures, clocks, and map mixing are in
07-02 4-mode usage. This document defines only the state switch.
#At the Table — GM Notes
- Border castle. Kageyama Castle is a strategic point on the border between two powers — whoever holds it fixes the position of the battle line. The causes for siege and defense come from here.
- Tension with the castle town. The castle stands over people. If public sentiment shakes (
co-03-10≤2), it cracks from the inside first — the soil for Infiltration and collusion. - The shadow gate as long-term bait. The seal below the shrine casts a shadow over all four modes — disaster if broken during a siege, confirmation target for Infiltration, source point in ruins. Spirit Realm elements are self-contained with
cogimmicks alone, and iffc08is enabled at the table, pull in those yoma (no ex dependency). - Timeline between modes. The four modes are not separate scenarios, but one castle's timeline: Infiltration failure → siege, holdout fall → ruins. One campaign can visit the same Kageyama Castle four times.
"Kageyama Castle is not one building — it is four faces of one stage, reading the same stones from four angles."



