English edition v1.3.3 · fc-doc

#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 follow 02-01 and 02-02, and every number is cited from cono new numerical system.


#Scent — Same Castle, Four Faces

Kageyama Castle as one stage with four faces, castle gate silhouette, dry well, ruined shrine rope, and distant keep roof arranged sparsely across white space, no map labels.

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

Kageyama's powder magazine: stacked powder barrels in a timber store, one cracked lid, a single scorch-mark on the beam ("heart of a long fight"); no flames

ItemContent
formmountain castle — concentric 3-kuruwa structure on mountaintop and ridge
locationborderland where two highways and one mountain road meet (strategic point)
core resourcesmountain well · powder storehouse · small shrine
defensive featuresnarrow uphill path · double castle gate · high watchtower
weak pointsold secret passage · tension with the castle town · drying well
Spirit Realm elementsealed shadow gate below the shrine (core threat of ruin mode)
current stateshifts 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 fc11 NPC) · defending forces (recommended: 3~4 mook squads + 1 party, forces by roughly 3000 koku in co-03-10) · public sentiment (recommended default 5). Fixed NPC stats are owned by fc11 and co-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

Kageyama's dry well as secret-passage mouth: a stone well-rim with a heavy slow bucket, a dark opening below hinting a tunnel, a faint blood-tinge on the water in ruin-mode

Kageyama's sealed "그림자 문": a small ruined shrine at the castle's deepest point, a frayed shimenawa, a shadow leaking from beneath the sealing stone; sparse architecture

Parts shared by all 4 modes. Each structure overlays a Kageyama-specific value onto the mapping from the 02-02 structure cards.

Structureco 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 gatereuse otemon gimmick (re-Blockade and retreat line between kuruwa)layered Breakthrough / retreat line / skip zones / collapsed inner kuruwa
narrow uphill pathnarrow path cap 3 + side forest/brush slopefighting 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 yardoutermost kuruwa — first rally point and first retreat linefirst foothold / first retreat line / outer perimeter Infiltration entry / empty yard
ninomaru yardmiddle kuruwa — command rally and second retreat line / conditional Core Zone candidatesecond Breakthrough / command core / Infiltration between kuruwa / maze
honmaru (本丸)Core Zone type 3 boss lair (castle lord), or mode-specific objective pointfinal Breakthrough / last resistance line / direct Core Zone route / earthbound spirit's throne
mountain well / dry wellCore 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 storehousesupply depot ("gunpowder supply depot" explosion = everyone in zone takes 2 Wounds) + fire zone triggerarson target / heart of a long battle / powder theft / scorched residue
small shrine / shadow gateBarrier + spiritual vein + Spiritual Taint; when unsealed, Outside Zone type 2 Spirit Realm interfaceBarrier destruction / spiritual wall / seal confirmation / sealed shadow gate
old secret passageOutside 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 townsocial 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

ModeStateCentral QuestionPressures Turned OnHonmaru
siegeactive castle (siege target)how do we open it?time · moraleCore Zone type 3 (final Breakthrough)
defense and holdoutbesieged castle (in holdout)how many days can it hold?supply · public sentiment · time · collusionlast resistance line
InfiltrationInfiltration targetwhat will be stolen?collusion · yoma · Spirit Realmobjective point (reach it and leave)
ruinsruinswhat 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 co gimmicks alone, and if fc08 is 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."