English edition v1.3.3 · fc-doc

#Kageyama Castle 4-Mode Usage — One Castle, Four Times

Contents

Four uses of one castle, four tiny blank tokens around a castle gate silhouette, no labels, each token a different shadow.

Campaign Module. This is the usage guide for reusing the one stage fixed by 07-01 Kageyama Castle as four faces: siege, defense, Infiltration, and ruins. It creates no new maps or new rules; it repositions the same structures and zone properties by mode (which 3~7 zones are drawn today) and reinterprets them (what the same structure becomes in each mode). It only cites the 03~06 guides and 02-01·02-02, and does not redefine them — this is the demonstration of this volume's "one castle, four times."


#Scent — Same Gate, Four Gazes

Four people look at one otemon with different eyes.

  • The attacker sees — a wall to break.
  • The defender sees — the last line closed shut.
  • The infiltrator sees — a shadow to slip around.
  • The explorer sees — a collapsed tomb.

Same stone, four names. Kageyama Castle lives four times as one stage.


#§0 — How to Read This Document: Repositioning vs Reinterpretation

Scene Tool. This document only uses the stage from 07-01; it does not redefine it. No new numbers — only existing zone rules.

Two axes:

  • Repositioning — choose the 3~7 zones to draw for today's scene from the full zone set in 07-01 (02-01 §Law 4 compression rule). Do not draw one castle on one map.
  • Reinterpretation — turn on different zone properties and scene pressures for the same structure by mode (02-01 §Law 2·3). In siege, does the otemon block? In Infiltration, does it hide?

All four mode sections below use the same 4-slot frame (stage repositioning → structure reinterpretation → scenes/checks → mode shift).


#§1 — Structure ↔ 4-Mode Reinterpretation Master Table

Scene Tool. This unfolds the "GM hook (4 modes)" field from the 02-02 structure cards into one table (if a cell conflicts with the card, the card takes precedence).

Structuresiegedefense and holdoutInfiltrationruins
otemonmain gate Breakthrough (03 map)Blockade and masugata pincerkarametemon (rear gate) bypassbroken door leaves
middle and inner castle gateslayered Breakthroughretreat lineskip zonescollapsed inner kuruwa
narrow uphill pathfighting while climbingrolling rockfallmountain-shadow Infiltrationcollapsed road
high watchtowermust be cleared before Breakthroughshooting supportsleeping watchtowercollapsed watchtower
sannomaru yardfirst footholdfirst retreat lineouter perimeter entryempty yard
ninomaru yardsecond Breakthroughcommand coreInfiltration between kuruwamaze
honmarufinal Breakthrough (Core Zone)last resistance linedirect Core Zone routeearthbound spirit throne
mountain/dry wellcut water sourcedrying clockpoison insertion and entry routeblood-water well
powder storehousearson targetheart of a long battlepowder theftscorched residue
small shrine and shadow gateBarrier destructionspiritual wallseal confirmationsealed shadow gate
old secret passagecollaborator's back doorescape and relief routemain entry routeforgotten passage
castle townpre-siege workpublic sentiment=militiaInfiltration prepabandoned town

#§2 — Mode 1: Siege — "How Do We Open It?"

  • Stage repositioning. Narrow uphill path + otemon + wall-top watchtower + ninomaru yard + honmaru entrance. Example maps: co-05-06 03 castle gate pressure battle, 19 mountain temple defense, 21 fortress counterattack.
  • Structure reinterpretation. otemon = narrow path Blockade Breakthrough (2d10+Courage ≥ 15) target / watchtower = high ground enemy firing position / honmaru = Core Zone boss lair. Fortress Defense = stone castle 15.
  • Scenes/checks. Substitute the reconnaissance → pressure → Breakthrough → honmaru scenes from 03-01 and 03-02. Odd Target Numbers (reconnaissance Perception 11/13, Blockade Breakthrough fixed 15, negotiation 13).
  • Mode shift. If stalled → Infiltration (secret passage bypass) / after occupation → defense (offense and defense reverse; now I defend it).

#§3 — Mode 2: Defense and Holdout — "How Many More Days Can It Hold?"

  • Stage repositioning. Draw the same zones as §2, inverted into the defender's view — otemon=gate to close, watchtower=allied shooting/signals, mountain well and powder storehouse=supplies to defend, secret passage=double risk of collusion/escape.
  • Structure reinterpretation. The same otemon shifts from siege's "Breakthrough target" into defense's Blockade point (assign Blockader, Defense +1) (02-02 otemon). Well=supply depot/contamination, storehouse=fire attack hazard.
  • Scenes/checks. Substitute the closure, supply, reinforcement, sortie, search, public sentiment, and holdout-limit scenes from 04-01, plus the 04-02 holdout clock (tick=scene). co-03-10: public sentiment ≥7 militia +1(cohesion 4), ≤2 cohesion -1 — numbers as written in co.
  • Mode shift. If the clock expires from a dry well or absent reinforcements → fall (siege side wins) / escape (leave by the Infiltration route).

§2 and §3 share the same map — this is the clearest proof of "repositioning."


#§4 — Mode 3: Infiltration — "What Do We Rescue Without Opening the Gate?"

  • Stage repositioning. Use Outside Zone routes (secret passage, sewer, cliff, roof) + castle town (information zone) instead of frontal zones. Outside Zone entry uses co as written (shinobi 0 Energy, Infiltration Master 4 points 2 Energy, Lightness Skill Saint 5 points).
  • Structure reinterpretation. The same watchtower becomes "surveillance route and guard-shift time"; well/kitchen become "infiltration route"; shrine becomes "Barrier evasion target." Cite forest/brush, narrow interior, and trap gimmicks.
  • Scenes/checks. Substitute rumor → disguise → route → guard shift → Core Zone from 05-01, plus the 05-02 Infiltration maps. Among the 36 skills, only Infiltration, Perception, Negotiation, and Archery (if needed) — ranged action is Archery (not a separate gun skill), odd Target Numbers.
  • Mode shift. On discovery, immediately shift to a siege/defense scene (reuse the maps from §2 and §3). If the seal was already broken → foreshadow ruins.

#§5 — Mode 4: Ruin Exploration — "What Remains After Collapse?"

  • Stage repositioning. Change only the state of the same zones to ruins — otemon=blocked/collapsed gate, watchtower=collapse hazard, storehouse=yoma-tainted/abandoned masterwork, shadow gate below shrine=weakened seal. Demonstration of 07-01 "current state: ruins."
  • Structure reinterpretation. Reposition as rockfall/collapse, Spiritual Taint (Fear Courage ≥ 11), spiritual vein, and Barrier. Spiritual elements reference fc08, but if absent, they are self-contained with co gimmicks + GM discretion.
  • Scenes/checks. Substitute approach, search, blocked gate, earthbound spirit, yoma-tainted storehouse, forgotten passage from 06-01, plus 06-02 ruin d100. Exorcism and Perception odd Target Numbers, cleansing Exorcism ≥ 15.
  • Mode shift. On seal collapse → yoma suppression battle (Core Zone=lord-grade lair) / on survivor or descendant discovery → escort/negotiation scene.

#§6 — Connecting 4 Modes in One Campaign

The four modes are not separate scenarios; they are one castle's timeline. Example route where one campaign visits Kageyama Castle four times:

  1. Infiltration reconnaissance — border intelligence confirms the castle's weak points (dry well, secret passage). (On discovery → forced siege.)
  2. Siege — attack the castle using the discovered weakness. (On stalemate → holdout reversal.)
  3. Defense after occupation — defend the castle you seized against the counterattack. (If the clock expires → fall/escape.)
  4. Ruin revisit years later — return to the collapsed castle to face the sealed shadow gate.

The same stones become a stage four times — that is how this volume's 18 documents create depth from a compact page count.


  • Master table 1-line summary = "same structure, four meanings" (§1).
  • 4-mode central questions: siege=how do we open it / defense=how many days can it hold / Infiltration=what do we rescue / ruins=what remains.
  • The entry point to open during play is 99-01 quick reference.

"Kageyama Castle is not one building — it is the lifetime of one stage, reading the same stones four times."