Monday, 12 August 2024

An Interrupted Party

The Stolen Child is a short, one session for Castle Falkenstein, the roleplaying game of manners and magic, faeries and fabulative fiction, action and adventure all set in an alternate nineteenth century in which Bayern (or Bavaria) leads a Second Concordant against an alliance between Baron Otto von Bismarck, the Iron Chancellor, and the Unseelie Court, the presence of Dragons and Faeries is commonplace, Prussia has failed to unite the Germanies, steampunk technology is being adopted everywhere, and fact meets fiction and fiction meets fact. Published by R. Talsorian Games, Castle Falkenstein is a highly regarded roleplaying classic that is as polite and as well-mannered a roleplaying game as ever you would want. It is not even so gauche as to use dice for its mechanics! Published by Az AVU Emberei and translated from the original Hungarian, The Stolen Child is easy to add an ongoing campaign or even use as a demonstration scenario.

In The Stolen Child, the Player Characters are invited to the birthday party of Rudolf von Dunkelberg, the son of Prince Johann of Dunkelberg, a principality so small that it can barely be found on the map. However, following an English education and training as an army officer, Rudolf von Dunkelberg has made a name for himself as a loyal and stalwart companion of the Player Characters. Hence, they are invited to his birthday party. They arrive on the day of the birthday ball—the principality being so small it does not have a railway station for its one town, also called Dunkelberg. An early morning stroll in one of the town’s parks throws them straight into the action en media res! A woman’s scream alerts them to the perfidious kidnap attempt of herself and a small boy by three men with scarves wrapped around their faces. The kidnappers make every attempt to kidnap the boy at least—and if they fail, will try again. The authorities do not seem to want to help and if the Player Characters rescue the woman, if not both the woman and the boy, she will be thankful, but initially quite close-lipped about who their kidnappers were and what they want.

Ideally, what should happen is that the boy be kidnapped and the Player Characters rescue the woman, who it turns, is his mother. After the local soldiery arrives to conduct a surprisingly cursory investigation, the woman will reveal that she is actually Irene von Drachenfels, the boy is her son, Hans, and her husband is Major August von Drachenfels, a Prussian armoured officer who is disillusioned with Bismarck’s regime and wants to escape Prussia. Of course, should he manage to defect, von Drachenfels’ knowledge of the LandFortress Works and his experience as a commander of a LandFortress, will provide Bayern and the Second Compact, with a wealth of knowledge about the Prussian military. Understandably, the Iron Chancellor does not want Major August von Drachenfels to what is effectively defect to the enemy and has despatched his own agents willing to doing anything to prevent that, including kidnapping the major’s wife and son.

Unfortunately, the scenario does have an issue in how the Player Characters get from the kidnapping scene to the next scene, no matter whether both the woman and the boy are kidnapped or just the boy. It is possible to chase the automotive vehicle that the kidnappers escape in all the way to a seemingly abandoned shoe shop at the foot of Dunkelberg mountain, but this really requires that one of the Player Characters be a Dragon and thus able to fly. If the Player Characters manage to capture one of the kidnappers, they can interrogate him or find some clues from the contents of his pockets. However, if this is not the case or if the Player Characters fail to foil the kidnap attempt, what should ideally happen is that one of the kidnappers should accidentally drop a key to the door of the shoe shop and since that has the name of the shop on it, should help get the Player Characters to the next part of the scenario.

The town of Dunkelberg and thus the shoe shop abut the base of Dunkelberg mountain, itself famous for its mines now abandoned. The Player Characters find themselves in a case, running after the kidnappers as they run pell-mell through the mine. Their progress is potentially hampered by a Knocker Faerie who distrusts any intruders, especially after his run in with the Prussian agents. How well the Player Characters do in persuading the Knocker that they are not his enemy greatly influences the amount of time they have left when they confront the Prussians and hopefully rescue the kidnap victims.

Physically, The Stolen Child is simply presented, although there are some nice flourishes around the borders. There are a couple of pieces of period art and it is a pity as there is not more of it as adventure feels plain without more. It does need an edit in places and it does feel as if it is rushed towards the end. More information about the town of Dunkelberg would have been useful if the Player Characters deviate from the linear story of The Stolen Child, as well as extending the usefulness of the supplement. 

The Stolen Child is a simple affair. It does feel underdeveloped, or at least, not as clearly explained as it should be, though with careful preparation by the Game Master this should not be a problem. Overall, The Stolen Child is best suited as pick-up or filler scenario that the Game Master can easily slot into her campaign between longer adventures.

1 comment:

  1. Thank you for this review! It was a great pleasure to play this module.

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