VAE CMN · City of My Nightmares
Content warning — Violence, Gore, Mind Control
Also in this campaign
Dies iræ, dies illa, Solvet sæclum in favilla: Teste David cum Sibylla.
– Mozart’s Requiem In this fourth and final part of the campaign, the story comes together around cork magnate August T. Lysander. The player characters are once again called to the capital, this time by an unexpected new acquaintance who brings them into contact with the ghost of Carl Linnaeus. The ghost has realized that someone is after the lyre of the Neck, which has been in royal possession for over a century.
During their investigations, the player characters will find that their friend and patron Lysander, in order to save his soul, is about to set plans in motion that could unleash chaos and truly turn Stockholm into a city of nightmares. But can the cork magnate escape his fate?
Prelude
p.82This first section describes the background of the mystery and the conflicts on which it is based. It concludes with a countdown of events which you as the Gamemaster will initiate at some appropriate time during the mystery, and a catastrophe that describes what happens if the player characters do not take action or fail in their efforts. But first we will look back at the events leading up to the mystery.
Background
The Neck, a powerful vaesen in Nordic folklore, has come to the capital, drawn by the crowds and the revolutionary atmosphere in the streets. He has taken on the form of the poet Erik Johan Stagnelius and has been mingling with Stockholm’s artists and poets for years.
In moments of weakness, the Neck cannot help but envy the humans. He has recently begun stirring up unrest in the city, inciting aggression between policemen and rioters. Driven by a desire to connect with people, he performs at street parties and taverns, but his music has a powerful effect on those around him and his presence often leads to violence and death.
Meanwhile, cork magnate August T. Lysander has been avidly studying the writings in Carl Linnaeus’s secret library (see the mystery The Haunted Library), particularly the journals from the botanist’s expedition to Dalecarlia and the period that followed. Lysander is fascinated by Linnaeus’s encounter with the Neck and how he came across the creature’s lyre.
Lysander kept reading, his interest growing as he learned more about Governor Nils Reuterholm who had financed the Dalecarlia expedition on behalf of the crown. On the expedition’s return, Reuterholm confiscated both the Neck’s lyre and Linnaeus’s own “lucky worm” – the spertus that had brought the botanist success as well as the Sight. Viewing vaesen as a threat, Reuterholm demanded these artifacts in the name of the king. Devastated, Linnaeus left the Society shortly thereafter, hiding all his occult writings for fear they would fall into the wrong hands, and devoted the remainder of his career to studying more mundane creatures in nature.
Knowing that Linnaeus was the original owner of the spertus he now carried – the vaesen that could cost him his soul (page 6) – Lysander had an idea. The only force that could possibly break the curse of the spertus is another very powerful vaesen, like the Neck. But to get the Neck’s help, Lysander must offer something that the creature wants. And Lysander knows just the thing.
With the help of two associates with the Sight, the renegade Rosenbergers Helena von Arensburg and Xavier Liebholz, Lysander has contacted the Neck and offered him his long-lost lyre. The Neck is a fickle vaesen and has made no promises to Lysander, but the thought of the lyre has stirred up a storm of emotions within him. For the past few weeks, he has been stoking the flames of unrest in the capital, hoping to unleash total chaos on the streets once he gets his lyre back.
Lysander knows what is about to happen, but he is willing to stain the streets of the capital with blood to escape his fate. With the Neck’s help, he plans to stage a riot on Castle Slope, use the chaos as a cover to break into the Royal Armory, steal the Neck’s lyre, and return it to its original owner.
But there is one thing Lysander has not taken into account. While studying Linnaeus’s journals and devising a plan to return the lyre to the Neck, he was being watched by the ghost of Carl Linnaeus. Linnaeus knows that the lyre is an incredibly powerful artifact that, in the hands of the Neck, could make all of Stockholm dance itself to death. The old botanist’s ghost makes a desperate attempt to warn the player characters of the terrible fate that could befall the city.
Previous Encounters?
The player characters first encountered the Neck in The Haunted Library, in Linnaeus’s memory, and may have realized that he resembles the poet Stagnelius. They can confront Stagnelius about this at the Golden Peace (page 89). If the player characters have played through A Dance with Death in the book Seasons of Mystery, they may also have encountered the Neck in real life – now he is back, even if they managed to banish him before, but perhaps he has a score to settle with the characters…
Conflicts
The primary conflict revolves around August T. Lysander and his spertus. Lysander seeks the lyre of the Neck, which was found during Linnaeus’s expedition in Dalecarlia and later presented to the king by Governor Reuterholm. He believes that in return for the lyre, the Neck will free him from the spertus’ curse. Together with his accomplices, he plans to break into the Royal Armory and steal the lyre.
The secondary conflict takes place on the streets of Stockholm, where popular resentment against the king and the upper classes is growing. Inspired by revolutions on the continent, insurgents seek to overthrow the monarchy and establish a republic. The city is buzzing with unrest, and the unusally hot spring nights see large crowds partying outside. The atmosphere grows increasingly chaotic, fueled by the Neck himself.
The Neck has emerged from the Stream of Stockholm to play at taverns and other venues where Stockholmers gather to dance. He walks in human form and can be seen performing at inns and parties that soon spiral out of control. People dance until they collapse, and violent brawls break out. Even Stockholm’s new police force is influenced by the vaesen’s tunes, with officers growing increasingly brutal in their efforts to maintain order and suppress the protests in the streets.
Invitation
It is springtime, and the player characters are gathered around a table on one of the glazed verandas of Castle Gyllencreutz, overlooking the garden. The glasses on the table are lit by the soft glow of candles, while the buildings of Upsala form dark silhouettes against the blue evening sky.
The player characters are lost in thought, having just received troubling news from the capital. Protests against the royal family have gained fresh momentum and the streets are in turmoil. Workers at the steam-powered Fire Mill have gone on strike in protest against the government. Mock suns, or sun dogs as they were once called, have been spotted in the sky above the city – it is taken as an ominous sign, a warning that dark times are ahead.
Suddenly the doorbell rings. A messenger delivers a letter sealed with beautiful emerald wax (handout 4A on page 117, also available for download on the Free League website). Friends of the Unseen, My name is Vilma af Zimt, an artist and medium based in Stockholm. I am writing you because of a message I received from the spirit world during a séance I recently conducted at the Swedenborg Society. The message came to me and the other participants through automatic writing on a Ouija board. A powerful spirit sought contact. He seemed deeply troubled and insisted on conveying the message directly to you. When I offered to pass on his message, he became violent, knocking over several candlesticks in the room. Several participants fainted in terror.
Therefore, I invite you to a séance at my apartment at 19 Charity Street in the Town Between the Bridges, so you may have direct contact with the spirit. Yours affectionately, Vilma af Zimt
Preparations
As usual, the player characters can prepare for the journey at their headquarters by purchasing equipment (page 73 of the core rulebook) or using Upgrades in Castle Gyllencreutz (page 89 of the core rulebook). They can also read up on Vilma af Zimt (see sidebar on the next page).
The Journey
Once again the player characters will likely take the steam train from Upsala Central Station to Stockholm. As usual, they can gain an Advantage during the journey (page 182 of the core rulebook). You can show the players the large map of Stockholm when the characters arrive.
Vilma Af Zimt
Vilma af Zimt is an artist and spiritist from Stockholm, and the daughter of the broad-minded General Peter af Zimt. Her father paid for her to study painting in Paris, where she has become known for her abstract symbolist paintings. Beside her art, Vilma has developed a keen interest in the occult and esoteric. With a personality as colorful as her artwork, she has made a name for herself in the bohemian circles of Stockholm by organizing séances and tarot readings.
Arrival
This time, no one is there to meet them at the central station; they will need to find a carriage or make their way through Stockholm on foot. It is Friday evening and unusually warm for early May. A deep red sun hangs over Knights’ Bay, and the streets are filled with people. One of the player characters accidentally bumps into a mustachioed gentleman and gets a proper scolding – if the character does not apologize, the situation might escalate into fisticuffs (the man has the stats of a stevedore as per page 166 of the core rulebook).
The Mood on the Streets
Have the player characters make an OBSERVATION test. Those who succeed notice that the people on the streets seem unusually agitated or excited. Some are arguing, others are dancing in the streets, and young couples are openly displaying their affections in a most inappropriate manner.
The Poster
On several walls there is a poster advertising a performance at Berns’ Salon on Saturday called Matinée Physicale, featuring Professor Xavier Liebholz and Helena von Arensburg (handout 4B on page 118, also available for download on the Free League website). It is Friday when the player characters arrive, so the performance will take place the following evening.
Where to Next?
The player characters are free to go wherever they wish, whether they choose to stay at the Golden Peace (page 89) or head straight to Vilma af Zimt who invited them to her séance (page 88).
The Poster (handout 4B)
ON SATURDAY
Professor Xavier Liebholz & Helena von Arensburg
Present a Magnificent Matinée Physicale According to a Particularly Rich and Varied Program. Great Performance of Magic, Pyro-Technics, etc., and finally the Evocation on Stage of Spirits and Ghostly Visions.
The performance starts at half 7 ½ p.m.
Ticket Prices Are: Numbered Seat . . . . . 3/— Unnumbered Seat . . . 2/— Gallery . . . . . . . . . . . . 2/—
Tickets are available daily at the Office in the courtyard and from 6 p.m. at the Ticket Office.
H. R. BERNS
Countdown and Catastrophe
The conflicts will escalate step by step as the mystery unfolds. The following events can be used to increase the pace of the game when necessary and push the players toward the final confrontation. Not all steps need to occur.
Countdown
1. During the night, a huge fire breaks out at the Fire Mill steam-powered mill on King’s Isle. The fire burns so brightly that night turns into day across the city. Large crowds gather to watch the spectacle, and rumors spread that the fire was deliberately set. Others believe the fire has supernatural causes and see it as yet another bad omen. See the image on page 91 and read more about the Fire Mill on page 90.
2. Chaos erupts at the dance hall in King’s Garden. Many are killed, either in the ensuing fights or by dancing themselves to death. See more on page 92.
3. Seditionists announce a large protest against the royal family on Castle Slope on Sunday. The player characters can find a flyer about this on the streets or on the walls of buildings (handout 4C on page 119, also available for download on the Free League website). A large crowd gathers, clashing with both the police and the Royal Guard. Riots break out and angry mobs start breaking into the palace.
Catastrophe
Using the palace riots as cover, Lysander breaks into the Royal Armory and steals the Neck’s lyre. With the help of two associates with the Sight (Xavier Liebholz and Helena von Arensburg), he summons the Neck and hands him the lyre. The Neck begins to play and those nearby are immediately trapped in a frenzied dance. No one notices the crowd getting closer and closer to the water’s edge, causing many to fall into the bay and drown. Brutal fights erupt in other parts of the crowd. Soon the chaos and violence spread to other parts of the city, leading to bloody riots and many deaths. By sunrise the Neck has vanished, leaving the streets of Stockholm littered with bodies.
The Flyer (handout 4C)
THE VOICE OF THE PEOPLE MUST BE HEARD!
A Call to All Honest Citizens
GATHER FOR A MARCH OF PROTEST AGAINST THE CROWN!
For the king’s excesses grievously oppress the toiling masses! Our Patience Is at an End! We Do Hereby Demand: – Bread upon the table of every household – An end to the squandering of the people’s purse – Parliamentary authority over royal prerogative – Freedom, justice, and equality for all!
We suffer under taxation, hunger, and injustice, whilst his court feasts upon the fruits of our labor. Come with drum and banner and steadfast resolve! Men, women, and children—all of the people shall arise!
SUNDAY THE 7TH OF MAY, AT THE STROKE OF NOON — Castle Slope, Stockholm
— FOR THE RIGHTS OF THE PEOPLE —
AGAINST THE TYRANNY OF THE CROWN!
Dreams and Visions
During their stay in Stockholm, the player characters may experience unsettling visions and nightmares. In their dreams they might see Stockholm plunged into chaos, its streets awash with blood and violence, with people dancing wildly in the streets to an increasingly frenzied melody. A huge black bird glides over the rooftops. Feel free to weave in vaesen or people from the characters’ traumas or dark secrets to make the dreams more personal. A typical nightmare has Fear 1.
Locations (9)
This mystery allows the player characters to travel freely in Stockholm, but only the locations relevant to the investigation are described below. All locations are marked on the map on pages 86–87. Note that Fire Mill only becomes part of the mystery after step #1 of the countdown. Until then there is nothing of interest at the steam mill. The same goes for the dance hall in King’s Garden (page 92), which only becomes relevant after step #2 of the countdown.
If the characters wish to investigate other locations, you are free to improvise, but it is perfectly alright to simply explain that the place in question is not part of the mystery and that there is nothing for them there. Make sure that the game does not come to a halt because the players are unsure where to go next. Use the countdown to keep the plot moving forward.
Director August T. Lysander
You can read more about the cork magnate on 6. His stats are repeated here.
Karl-axel Trygg
“August Lysander is a great man.” Karl-Axel Trygg was a good friend of August Lysander, who went by August Torstensson at the time (6), in his youth in Vaxholm. He has been the Lysander family valet for decades, ever since August made his fortune. He is fiercely loyal to August and will do anything to defend him.
- The Servant: If the characters sneak around the office, they might run into Karl-Axel Trygg – Lysander’s valet who revealed himself as a Rosenberger at the end of The Haunted Library mystery and may have fought the player characters. They might even think he is dead. He tries to slip away, but if confronted, he says Lysander has forgiven him and taken him back. A successful OBSERVATION test reveals that the servant is not telling the truth. Note that if Karl-Axel Trygg was previously killed, he obviously will not appear here.
Maps (1)
Vilma Af Zimt’s Apartment
Vilma af Zimt’s apartment is located on Charity Street in the Town Between the Bridges. The player characters find her door in the shade of the large chestnut tree growing in the small square outside. A steep wooden staircase leads up to a carved wooden door.
Before they can knock, Vilma opens the door and welcomes them in. Her housekeeper Bodil takes their coats. The apartment has beautiful wooden beams in the ceiling, painted with medieval decorations. There are green potted plants in the parlor windows, and the kitchen smells of cinnamon and cardamom. Vilma is a gifted medium and seems to already know many details about the characters’ lives and experiences.
Vilma leads the way to the parlor where a large round table has been set for tea. There are several lit candelabras in the room, and on the table in front of Vilma’s seat are empty sheets of paper and writing utensils.
Challenges
Vilma invites the player characters to sit and join hands around the table. She closes her eyes, and suddenly a shadow falls across the room. The flames of the candelabra flicker and the room turns freezing cold. Vilma af Zimt opens her eyes. As she begins to speak, you recognize the voice and manner of Linnaeus’s ghost. The medium fixes her eyes on the characters and says in a shaky voice:
“Danger is at hand! Someone has been in my library looking for information about the lyre of the Neck, the one I took from him in Dalecarlia and that Reuterholm seized for the king. The lyre must not fall into the wrong hands! Orpheus defied death itself with this instrument – it holds immense power. But now someone seeks it for their own gain. You must stop them. Whatever happens, the Neck must never again possess the lyre, for with it he would make the whole city dance itself to death! Only you can save Stockholm from destruction!”
The player characters may ask the ghost a few questions if they pass an OBSERVATION test. However, he is somewhat incoherent and his answers cryptic – see Clues below. Before he can say more, Linnaeus suddenly interrupts himself:
“Wait! Someone is here! Someone has seen me! It is she! The woman with the dreadful bird! Light preserve us!”
In an instant, every candle in the room goes out. Vilma collapses into her chair, visibly shaken. She cannot tell them much (see below) but wishes the characters good luck.
Clues
- The Library: Linnaeus cannot say who is seeking information about the lyre, but reveals that someone has been “snooping” around his secret library and discovered the truth about the lyre he took from the Neck. He urges the characters to go there for more information.
- The woman with the bird that Linnaeus mentions at the end of the séance is Helena von Arensburg, an associate of Lysander who is also performing at Berns’ (page 97). The characters may make the connection from the posters advertising the show (page 85).
- Vilma herself remembers little of the séance – only that a stranger suddenly entered the spirit world and drove the ghost away. She does not know who it was, but she had a vision of a dark-haired woman with piercing eyes and a huge black raven perched on her shoulder.
The Golden Peace
Sooner or later, the player characters will likely return to the Golden Peace in the Town Between the Bridges to stay the night. The tavern and hotel is described on page 22 in the first mystery in this book, Scent of a Killer. The restaurant is packed with people eating and drinking. Strong drink flows freely and spirits are high. Everyone is gossiping about the strange events of recent weeks.
Challenges
- Stagnelius: It is hard to find a seat, but with a successful roll for Resources, the characters eventually manage to secure a table next to the poet Erik Johan Stagnelius. Feel free to show his portrait again (page 23).
- The Neck: If the characters have encountered the Neck before (for example in The Haunted Library), you can have them make an OBSERVATION test to notice that Stagnelius bears an uncanny resemblance to someone they have recently met – but they cannot figure out who. If the characters explicitly ask if Stagnelius looks like the Neck, you can confirm that he does. Should they confront him about it, he simply laughs at the claim – he will not reveal his true identity here under any circumstances.
Clues
- The Poem: Stagnelius is sitting around drinking absinthe. The poet has a feverish look in his eyes and speaks quickly, gesturing with great excitement. He tells the characters how inspired he feels by the sense of doom hanging over the city. He speaks of mock suns and other bad omens, and says people are whispering that the Neck has been spotted in the city! He just wrote a poem about the Neck. If the characters ask, he is happy to read it to them – see the adjacent sidebar.
THE NECK BY STAGNELIUS
Evening clouds drift through the sky,
fairies dancing lightly by,
as the leaf-crowned Neck is strumming
to the silver stream’s soft humming.
By the shore where willows grow
rests a boy in violet glow.
From the brook he hears a tune
and calls out under the moon:
“Wretched man, why do you play?
Does it take your pain away?
Though you rouse both leaf and tree,
a child of God you’ll never be!
Moonlit nights in Eden’s bower,
paradise’s lustrous flowers,
angels bathed in light of gold,
none of it will you behold.”
Tears roll down the old man’s face,
down he dives without a trace.
Gone the Neck, as if a dream,
plays no more in silver stream.
Fire Mill
If the player characters arrive at the mill before the fire breaks out (step #1 of the countdown), they may encounter a group of angry workers on strike, protesting poor working conditions and low wages. (Not on Sundays, though, but Saturdays are work days at this time.)
If they arrive while the fire is raging, the heat is intense even from a distance. A small team of firefighters are struggling to contain the blaze, doing their best to keep it from spreading. A large crowd has gathered around them – journalists, members of the public, and workers who are watching their livelihoods go up in flames. Some shout slogans against the police and the royal family. The fire rages on well into the morning before it finally dies out.
Challenges
- Witnesses: If the characters talk to some of the onlookers and pass an INSPIRATION test, they meet the shocked worker Olof Larsson (see Clues).
- The Police Commissioner: Among the police officers sent here to maintain order, the characters may run into Commissioner Gabriel Utterson, whom they have probably already met in the mystery Scent of a Killer. He greets them but is busy keeping the tense situation at the mill from spiraling into a riot.
- The Rescue Operation: At some point during the characters’ visit, there is a sudden crash as the roof of a building collapses, trapping some of the firefighters. They scream for help. If the characters attempt to rescue them, they must make a FORCE test. Multiple attempts can be made, and multiple characters may help, but everyone involved suffers a physical Condition with each roll.
Clues
- The witness Olof Larsson says the fire broke out after some strange bangs were heard from the millhouse. The fire spread incredibly fast and the building was soon engulfed in flames. He and the other workers barely made it out in time. Olof and several others saw an unnaturally large black bird flying out over Knights’ Bay when the fire began. He is not sure what kind of bird it was. “It looked like a raven, but much bigger. And it must have been hurt, because it flew very low over the water.”
- Workers: Several of Olof Larsson’s colleagues join the conversation, deeply upset by the fire. How are honest workers supposed to make a living when Stockholm’s factories are so unsafe? They mention a protest rally planned for the following Sunday on Castle Slope, where the workers of Stockholm will hold the King accountable for all the troubles in the city and demand better working conditions.
- Utterson can tell the characters about the growing unrest in the city. People seem to have gone mad in recent weeks – the jail is packed with troublemakers, drunkards, and degenerates. “It’s as if all of Stockholm has lost its mind.”
Fire Mill Burning
A most extraordinary and terrible spectacle presented itself to Stockholmers yesterday afternoon and into the night. The Fire Mill on King’s Isle, with its vast stores of grain and flour, was engulfed in flames – a conflagration the like of which is, fortunately, rarely seen in our city. The fire erupted with such fury and spread so swiftly that the entire capital and its surroundings were illuminated as if by some sudden act of sorcery. In the Royal Forest, it seemed as though a great arc light had cast a mighty beam in that direction, and the waters between the Royal Forest and Ships’ Isle glowed with a fiery hue. Huge crowds took to the streets. North Bridge, Vasa Bridge, and the walkways were packed with onlookers, among whom wild rumors circulated about the cause of the fire and the most outlandish tales were told.
— Dagens Nyheter newspaper
The King’s Garden Dance Hall
In the large King’s Garden park in the center of Stockholm, there is a large open-air dance hall, a popular haunt for the city’s pleasure-seekers – especially these days, when many seem particularly drawn to dancing and revelry.
At some point during the mystery (see step #2 of the countdown on page 86), chaos breaks out in the dance hall. The Neck appears in human form and plays a tune so irresistible that people literally dance themselves to death. The player characters may arrive in the aftermath of this horrific event, alerted by terrified screams or summoned by Commissioner Utterson (page 95).
Challenges
- The Victims: The dance floor is in chaos. Dozens lie dead or injured, and many more are in shock. The player characters can roll MEDICINE to save several lives, and INSPIRATION to calm the panicked crowd.
- The Musician: If the player characters pass a VIGILANCE test while looking for witnesses, they notice a man in dark clothing sitting on the ground. His eyes are hardened, his fingers bloody, and he is drinking from a large mug of brandy. His name is Sven Johan Garvare, a musician who was performing at the dance hall. If the characters comfort him with a successful INSPIRATION test, he tells them what happened – see Clues below.
Clues
- The Injuries: An examination of the injured and dead reveals that many have severe wounds on their feet and lower legs. Others have been stabbed and beaten. Soon police officers arrive to take the bodies to the morgue at the police station (page 94) for further examination. The player characters can go there if they wish to learn more.
- The Testimony: Sven Johan Garvare explains that he was hired to play at the dance hall, but when he arrived another musician was already performing. His music was so beautiful and mesmerizing that he could not help but join in. Even as his fingers began to bleed, he could not stop playing. He could only watch as the crowd’s dancing grew increasingly frantic, and soon they started attacking each other like animals. Finally, the strange musician vanished, leaving Sven Johan alone with bleeding hands. He shows the characters his bloodied fingers before taking another drink of brandy – he does not want to talk about it anymore. The characters can hear similar stories from other witnesses.
- Stagnelius: If a player character describes Stagnelius to Sven Johan Garvare or other witnesses, they can confirm that the description matches the strange musician.
- The Neck: By now the characters should realize that the Neck is in Stockholm and that he is a serious threat. If he were to get hold of the lyre, his power would grow even greater. If the players do not come to this conclusion on their own, you can have them make a LEARNING test to figure it out.
The National Archives
The player characters may decide to visit the National Archives to find out who was looking for information about the Neck’s lyre in Linnaeus’s secret library. The National Archives, described on page 66 in The Haunted Library mystery, remain unchanged. On Knights’ Isle, the agitated atmosphere felt elsewhere in the Town Between the Bridges is less noticeable. It feels like an oasis amid the chaos. Sunlight filters through the beautiful stained-glass windows, casting the entrance hall in vibrant hues. However, the archivist Sigrid Holgersdotter is not at the front desk.
Challenges
- Sigrid: If the player characters go looking for Sigrid, they find her slumped in an armchair in the Esoteric Section, engrossed in a thick old tome. Her usually neat appearance is disheveled – her hair unkempt and her clothes wrinkled. She looks like she has not slept in days. Looking up at the characters with red-rimmed eyes, she puts down the book, rises from the chair, and straightens her clothes. “You’ve come at a dark hour. It’s as if a terrible curse has befallen the city. To think that I should live to see such calamitous times!”
- Bad Omens: If the characters gain her trust with a successful INSPIRATION test, the librarian explains that she has been unable to sleep because she keeps seeing bad omens all around Stockholm. She has searched the library for anything that might shed light on the situation, but what she has uncovered has only added to her worries. See more under Clues.
- Linnaeus’s Library: If the characters wish to visit Linnaeus’s library, they are free to do so. There is no ghost to be seen and they can easily find their way down there (see map on page 68). A successful INVESTIGATION test can reveal interesting clues in the library. See more under Clues.
- Information About Vaesen: In the Esoteric Section and Linnaeus’s secret library, the characters can make a LEARNING test (with in Linnaeus’s library) to find information about night ravens, spertuses, and the Neck. Each character may roll once, and each success yields useful information. See more under Clues. If the players have access to the Vaesen art book or Codex Occultum from the Starter Set, those may be consulted as well.
Clues
- The old book Sigrid is studying is called On the Signs and Wonders That Preceded the Liturgical Uproar. Written and illustrated in the 16th century by the priest Joen Petri Klint, it describes a series of omens such as sun dogs, dragons flying over the land, animals born with deformities, and not least, the Neck playing in the Stockholm Stream. Klint believed these signs were evidence of divine displeasure at humanity’s moral decay.
- The Neck in the Stream: Sigrid tells them that she has personally seen the Neck playing in the water near Knights’ Isle. She opens Klint’s book and points to a figure with accompanying text. In 1599, the Neck appeared in the Stream of Stockholm wearing a “millstone collar” around his neck, which Klint viewed as a sign that the end times were near.
- Fire Mill: If the visit takes place after the fire at the Fire Mill (step #1 of the countdown), Sigrid recalls seeing a large raven flying low over Knights’ Bay at dusk on the night of the fire. She is convinced that this too was an omen.
- Visitors: If the player characters ask about visitors to Linnaeus’s secret library, Sigrid replies that the charming “Mr. Lysander” has been there several times in recent weeks, accompanied by a servant and two others. She describes the latter as a strange pair – both dressed entirely in black, and the man had an unpleasant look on his face. The people she is describing are Xavier Liebholz and Helena von Arensburg (pages 99 and 100). If the characters describe them to her, Sigrid confirms that they are the ones she saw.
- Linnaeus’s Journal: Down in Linnaeus’s secret library, there is no sign of the ghost. However, the book Homo Ferus lies open on its lectern (unless the player characters moved it after the last mystery), on the page where Linnaeus explains why he left the Society and describes how the Neck’s lyre was seized on behalf of the king (see handout 3E on page 116, also available for download on the Free League website). The players have probably already read this, but there is no harm in reminding them.
- The Black Feather: On the floor in a corner of Linnaeus’s library lies a strange black feather – like that of a raven, but unusually large.
- The night raven (page 146 of the core rulebook) is the bitter spirit of a suicide or criminal buried in unholy ground. It takes the form of a raven-like, night-black bird of oily smoke and scruffy feathers with glowing eyes. It flies low to the ground, always at night, supposedly seeking the tomb of Christ. A night raven can only be harmed by holy weapons or church silver. It can be controlled by placing three of its feathers between the pages of a bible along with a passion flower. If the feathers are removed, the control is broken.
- The spertus (page 154 of the core rulebook) is a magical being, often appearing in the form of a shiny black bug or a worm. It is said to be in league with the Devil, and humans can use its powers to gain wealth and success. The spertus usually lives in a snuff box and needs to be fed every day with human spit. Sooner or later the creature will take control of its owner, unless it is sold or given away. But it can only be passed on twice. The third person to accept the creature will never be rid of it, and the spertus will assume control of its owner.
- The Neck (page 148 of the core rulebook) is sensitive to Christian symbols and steel. He can be prevented from using magic by sticking a knife in the ground when talking to him. He hates places where the cross has been painted. The Neck can be banished by luring him to a place where he is completely surrounded by Christian symbols and steel.
- Mock Suns: If the player characters wish to learn more about mock suns, they can find information in the Esoteric Section. A mock sun is a meteorological phenomenon in which one or more sun-like points of light appear next to the sun. It is related to the halo phenomenon, a circle of light surrounding the sun. A famous painting of mock suns over 16th century Stockholm (adjacent) hangs in Stockholm Cathedral. Mock suns used to be called sun dogs and have long been viewed as bad omens of dark times ahead.
The Police Headquarters
The police headquarters sits in the northern part of the Town Between the Bridges, overlooking the Stockholm Stream. The sturdy stone building rises four stories high and, in addition to offices for the police force, houses a detention center with a hundred cells and a morgue run by the new coroner, Lennart Mörk. Commissioner Utterson’s office is located on the third floor. All visitors must check in with the doorman before being escorted through the building’s narrow corridors.
Challenges
- Crowd: An angry crowd has gathered at the entrance. They are relatives and friends of both victims and offenders, with whom the jail is now crowded, demanding that the police restore order. The player characters must pass a MANIPULATION test to persuade the crowd to let them through, or an AGILITY test to get past the agitated mob. If anyone fails, a fight breaks out. Police officers come running and arrest both the player character and the NPC involved.
- Utterson: The player characters must pass a MANIPULATION test to be allowed into Commissioner Utterson’s office, as he is extremely busy. But he is grateful for their assistance earlier, and if one of the characters has been arrested, he can have them released. He can also provide details about the recent wave of riots and violence.
- The Dance Hall: If the deaths at the King’s Garden dance hall have occurred (step #2 of the countdown), Utterson can tell the characters about that as well. A dozen men and women are said to have suddenly gone mad and beaten each other to death. He directs them to the morgue for further information.
- Palace Break-In: Toward the end of the mystery, the characters may decide to warn Utterson about Lysander’s plan to break into the Royal Palace and steal the Neck’s lyre. Convincing Utterson to take action requires a successful MANIPULATION test – he will then accompany them to Castle Slope with a group of constables. However, they will not be able to stop the break-in – see Confrontation (page 101).
Clues
- The Morgue: If the deaths at the King’s Garden dance hall have occurred (step #2 of the countdown), the bodies of the victims can be found in the overcrowded morgue. Their corpses show signs of all sorts of violence, but strangely, their lower legs and feet are particularly damaged. Some are still in the grip of rigor mortis, frozen in disturbing positions. The new coroner, Lennart Mörk, is horrified. He has never seen anything like it.
- Utterson can inform them about the situation in Stockholm. He is feeling hopeless – the police are working around the clock but have an impossible task. If the fire at Fire Mill or the deaths in King’s Garden have occurred (steps #1 and #2 of the countdown), he asks the characters to help investigate these strange events.
Lysander’s Office
August T. Lysander’s company (which the player characters may have already visited in Scent of a Killer) has a palace on Shipside Street, with a magnificent view of the Stockholm Stream and the ships that lie anchored there. The building dates back to the 17th century and has a large, ornate door decorated with mermaids holding gas lamps. A beautiful marble staircase and gilded sconces can be seen inside the door. Lysander has had the palace renovated with the latest technology and installed an iron-grate elevator that runs from the ground floor all the way up to his office at the top.
Challenges
- Doorman: A uniformed doorman greets the player characters at the door. If they do not have an appointment, it takes a successful MANIPULATION test for the doorman to let them see Lysander. If this fails, they can schedule an appointment for the next day or try to sneak past the doorman using STEALTH. There are two more guards posted outside Lysander’s office on the top floor.
- Lysander: If the player characters meet Lysander, he greets them with a big smile (assuming they parted as friends after The Haunted Library) and welcomes them to the capital. He acts helpful, without revealing his actual plan. How Lysander reacts to the characters’ visit depends on their behavior during the meeting – see the Lysander’s Reaction sidebar.
- Berns’ Salon: If the performance at Berns’ Salon (page 97) has not yet taken place, Lysander suggests that they meet there to continue their conversation, since he “knows the artists personally.”
Clues
- The Snuff Box: Have the characters make a VIGILANCE test during their meeting with Lysander to notice that he is fidgeting with a gilded snuff box bearing the monogram “CL.” They might recognize the snuff box from previous mysteries in this book. If asked about it, Lysander admits (if he has not already) that it is the snuff box of Carl Linnaeus himself, which he came across in his youth. But he refuses to show them its contents – if the characters insist, he gets annoyed and asks them to leave, calling for his guards if necessary.
- Picture of the Palace: There is an open book on the table in front of Lysander. If the characters try to see what the book is about and pass an INVESTIGATION test, they notice a picture of the Royal Palace on the cover. If they ask about it, Lysander brushes the question aside by saying that he has always been interested in royalty. A character who passes an OBSERVATION test realizes that he is not telling the whole truth.
Lysander’s Reaction
How Lysander reacts to the player characters’ unexpected arrival in Stockholm depends largely on their behavior. At first, he is friendly and gracious, but if the characters express doubts about him or start investigating his activities, Lysander will see them as a threat that must be eliminated – when appropriate, he will have Helena von Arensburg send her night raven to kill them. This attack can take place at any point during the game, but only at night. For stats, see page 146 of the core rulebook. The night raven cannot be killed, but if banished, it will not attack them again.
If the characters do not voice suspicions about Lysander, he will try to recruit them to his cause, without revealing the whole truth. When the time is right (in his office or at Berns’ Salon), he tells them of his plan to use the upcoming protest march on Castle Slope (see step #3 of the countdown) as a cover to break into the Royal Armory and steal the Neck’s lyre – the Rosenbergers are after it, and the Society must get to it first and take the artifact somewhere safe! Lysander wants the characters to help him carry out his plan. If they agree, see Confrontation. If they refuse, Lysander now considers them a threat and tries to eliminate them as described above.
Berns’ Salon
Berns’ Salon is located in Berzelii Park near Newbridge Bay. This newly built entertainment palace has a gilded interior with mirrors, red velvet curtains, opulent chandeliers, and large windows overlooking Berzelii Park. The Red Room is a popular haunt for Stockholm’s bachelors, who come here to drink and discuss all sorts of topics. Posters at the entrance advertise a variety of shows, performances by international artists and dance troupes. A murmur of voices and the clinking of glasses are heard from the café as food is served to well-dressed guests.
On the Saturday evening following the player characters’ arrival, the famous German illusionist Professor Xavier Liebholz and his partner, the spiritualist Helena von Arensburg, are performing in the ballroom.
Challenges
- Tickets: Tickets to the show (for the whole group) cost 1. If the player characters cannot afford this, they will have to sneak in using STEALTH.
- Pyrotechnics: The show opens with Xavier Liebholz and Helena von Arensburg introducing themselves to the cheering crowd. Then Liebholz kicks things off with a spectacular pyrotechnic display. Flames erupt from his empty hand, lighting several fire baskets at the edge of the stage. The audience gasps as the entire curtain behind Liebholz bursts into flames. Clapping his hands, he instantly puts out the fire to roaring applause. A character who tries to see through the trick and passes an INVESTIGATION test realizes that it is no trick – it seems that Liebholz really can conjure fire out of thin air. A successful OBSERVATION test reveals that Liebholz is using actual magic.
- Levitation: For the second act, Liebholz rolls out a velvet-covered table on which Helena von Arensburg lies down. A murmur spreads through the audience as Liebholz extends his hands toward the woman, who suddenly rises into the air. The murmur turns to cries of amazement as von Arensburg floats over the audience’s heads, circling a few times before returning to the table to thunderous applause. Again, a successful INVESTIGATION test reveals that it is not a trick, and an OBSERVATION test lets the characters see what is really lifting Helena von Arensburg – a huge black raven, majestic and ghost-like, carrying her in its talons. No one else in the audience seems to notice the bird. A LEARNING test can reveal that the bird is a night raven, if the players do not realize this on their own.
- Intermission: Champagne is served during the intermission. Professor Liebholz appears, and in the crowd gathering around him, the characters spot a familiar face. August T. Lysander is deep in conversation with Helena von Arensburg. He greets the characters cheerfully and introduces both Liebholz and von Arensburg as his dear friends. A successful OBSERVATION test reveals that von Arensburg was the person who interrupted the séance with Vilma af Zimt (page 88). Depending on how this meeting unfolds and how the mystery has progressed so far, Lysander may try to recruit the characters or set his goons on them – see sidebar on page 97.
- Dressing Rooms: The characters can investigate Liebholz and von Arensburg’s dressing rooms during the intermission or while they are performing. It takes a successful STEALTH test to avoid the security guards. In the dressing rooms, the characters can find items of interest with a successful INVESTIGATION test – see Clues.
- Mind Reading: After the intermission, Helena von Arensburg takes charge of the show. She announces that she will now demonstrate her ability to read minds, and invites one of the player characters on stage. Closing her eyes dramatically and pressing two fingers to her temple, she begins: “I see great darkness in you.” Make an opposed roll between her MAGIC (8) and the character’s OBSERVATION. If von Arensburg wins, she opens her eyes, turns to the audience, and dramatically reveals the character’s dark secret in somewhat cryptic terms. “Is this true, sir/madam?” If the player character wins, the mind reading fails and the character instead gets a glimpse into von Arensburg’s mind – see Clues. She then says something vague and invites a new person on stage – ideally another player character. The performance ends to great applause.
- Ghostly Visions: The finale of the show is truly extraordinary. Liebholz rolls a large mirror onto the stage and announces that Helena von Arensburg will now speak to the dead. She walks up to the mirror and once again invites a player character on stage. “Think of someone who is no longer with us, someone who has crossed to the other side.” Ask the player who their character is thinking of. Suddenly a shimmering figure appears in the mirror – it is the person the character was thinking of! This provokes a Fear test against Fear 1. Helena von Arensburg speaks with the ghost, asking a few questions before inviting it to step out of the mirror. And so it does, to the delight of the captivated audience. But their delight soon turns to horror as more shimmering figures emerge from the mirror and start floating around the room. Several player characters recognize deceased relatives and friends, or NPCs who died earlier in the campaign. Panic breaks out and all characters must make a Fear test against Fear 1. People flee in terror as the spectral dance fills the room, and the characters must pass a FORCE test to avoid being trampled (physical Condition). With that, the show is over. Liebholz and von Arensburg disappear in the commotion. So does Lysander, unless he takes the opportunity to try to recruit the player characters (page 97).
Clues
- The Pyrotechnics: This act is a clue that Liebholz started the fire at Fire Mill.
- The Levitation: This act reveals that Liebholz and von Arensburg are in control of a night raven. This vaesen has been spotted in the city several times recently, including at the Fire Mill fire.
- The Intermission: The meeting with Lysander in the company of Liebholz and von Arensburg reveals that they know each other and may indicate that Lysander was also responsible for the fire at Fire Mill.
- The Flyers: In Liebholz and von Arensburg’s dressing rooms, the characters may find several copies of the flyer calling for a protest on Castle Slope (handout 4C on page 119, also available for download on the Free League website). This suggests that they have an interest in the protest and may even be behind it.
- The Feather: In the dressing room, the characters may also find the large, black feather of a raven, similar to the one they may have found in Linnaeus’s secret library (page 93).
- The Mind-Reading: During this act, a character can gain insight into the mind of Helena von Arensburg, which may reveal memories of her standing outside Fire Mill as Liebholz uses his pyrotechnics to set fire to the mill, and her conversation with Lysander on Castle Slope.
Night Raven
The night raven and its characteristics are described on page 146 of the core rulebook. It obeys Helena von Arensburg’s commands as long as she keeps three of its feathers and a passion flower tucked inside her bible. Controlling the night raven does not require any die rolls and does not count as an action for von Arensburg during combat. If the player characters manage to take the bible from her (counts as grappling attempt, see page 62 of the core rulebook), she loses control of the night raven.
The Royal Palace
The player characters may decide to visit the palace before Sunday’s protest to warn the Royal Guard about Lysander’s break-in. But the soldiers dismiss any talk of planned break-ins and magic lyres and shoo the characters away – there is unrest in the streets and everyone is on edge. The characters will not be able to enter the palace (or the Royal Armory) before the riot on Sunday (see Confrontation on the next page).
Cast
Vilma Af Zimt p.89
“Our souls are connected through divine energy.” Vilma af Zimt is an artist and spiritist from Stockholm. Beside her art, Vilma has developed a keen interest in the occult and esoteric. Traveling through Europe she came into contact with the Rosicrucians as well as the founders of Theosophy, with whom she maintains active correspondence. She has made a name for herself in the bohemian circles of Stockholm by organizing book clubs devoted to mystical texts, séances, and tarot readings. Vilma af Zimt has light brown hair pulled back in a beautiful bun in the fashion of the time, inquisitive bright green eyes, and wears the fine dresses of a noblewoman.
Lysander’s Guards p.96
Professor Xavier Liebholz p.99
Professor Xavier Liebholz is a civil engineer and a pioneering innovator of magic tricks and illusions. He is one of the first illusionists in Europe to use complex devices for his performances, such as the Talking Head, the Sphinx, and the Indian Basket. What few people know is that he is also capable of actual magic.
Liebholz and his partner Helena von Arensburg met August T. Lysander on the continent many years ago. He recently approached them with an offer to finance a performance at Berns’ Salon in Stockholm, in return for certain favors.
Professor Liebholz is tall and handsome, with piercing eyes beneath neatly groomed eyebrows, a bushy beard, and a mustache. He wears a suit and cape and carries a walking stick. He speaks good Swedish, but with a distinct German accent, and treats everyone around him as intellectually inferior. Magician: Professor Liebholz is a magician and can cast the curses DEADLY COLD and FIRE (page 119 of the core rulebook).
Helena Von Arensburg p.100
Helena von Arensburg is a spiritualist of Baltic German descent and the partner of Professor Liebholz. In their performances, she conjures hair-raising visions of wraiths that seem to float above the audience. She also contacts the other side, causing many audience members to excitedly report seeing the ghosts of their loved ones speaking through the medium.
Helena von Arensburg is tall and broad-shouldered, with short dark hair and green eyes, and wears a full-length, dark purple coat. She speaks with a slight accent and always maintains intense eye contact with the person she is talking to. Magician: Helena von Arensburg is a powerful medium who can communicate with the dead and strike fear into her opponents. She can cast the curses SLEEP and FEAR (page 119 of the core rulebook) and read minds (roll for MAGIC against the victim’s OBSERVATION). At night she can also control the night raven (see adjacent sidebar). The night raven rests during the day and cannot be used until nightfall.
Royal Guard p.102
Handouts (15)
Handouts print at the back of VAE CMN covering all of its mysteries — click to reveal one to the players.
Confrontation
p.101The final confrontation in this mystery begins after step #3 of the countdown (page 86), when a large, angry crowd has gathered on Castle Slope to demand the abolition of the monarchy. Using the protest as a distraction, Lysander plans to break into the Royal Armory and steal the Neck’s lyre. He is aided by his lackeys – the valet Karl-Axel Trygg, Xavier Liebholz, and Helena von Arensburg.
The player characters have probably seen the flyer calling for the protest, perhaps in Lysander’s office or in the dressing room at Berns’. Lysander may also have involved the characters in his plan (page 97). If so, he has told them to meet him on Castle Slope, where his lackeys will be ready to come to his aid if necessary.
The Riots
A great mob has gathered on Castle Slope, chanting angry slogans about overthrowing the royal family. Police and royal guards posted around the palace angrily push back anyone who gets too close. Both sides are behaving recklessly, as if driven by some unseen rage.
Player characters who pass an OBSERVATION test hear intense violin music in the distance, but cannot see anyone playing.
Before long, protesters and police officers clash. Riots break out and angry crowds start breaking into the palace. This is the moment Lysander has been waiting for. How this plays out depends on whether or not the player characters are involved in his plan.
The Player Characters Are Involved
Lysander tells the player characters to follow the mob into the palace. He leads them to a plain, locked door on the ground floor – the entrance to the Royal Armory, which is currently unguarded. The door can be lockpicked with STEALTH or forced open using FORCE.
If you wish, the characters may need to get past some royal guards trying to stop the rioters on their way to the Armory. They can sneak past the guards using STEALTH or engage them in combat. See the adjacent sidebar for the guards’ stats.
Once inside, the characters must pass an INVESTIGATION test to quickly locate the Neck’s lyre among all the crowns, scepters, swords, suits of armor, and other treasures. Failure means their search takes too long and some royal guards come to investigate. The lyre is hidden under a dusty cloth deep in the vaulted cellar. The characters have probably seen it before, in Linnaeus’s memory in The Haunted Library. See adjacent sidebar.
Once the lyre is in Lysander’s possession, he heads out onto Castle Slope and down to the Stockholm Stream to meet the Neck.
The Neck’s Lyre
The lyre of the Neck, perhaps the instrument on which Orpheus once played so beautifully that even death was moved to pity, is exquisitely carved in silver-gray wood that shimmers in the light. Elegant symbols are etched across its surface – with a successful LEARNING test, the player characters recognize them as ancient Greek letters.
The characters cannot play the lyre themselves, and it cannot be destroyed by any means available to them. However, its strings can be cut with a knife, which can then be used to banish the Neck. Wresting the lyre from someone else’s grasp counts as a grappling attempt (page 62 of the core rulebook).
In order to stop this, no matter when or where, the characters must confront Lysander and his lackeys – see Confronting Lysander below. If the characters seem willing to let Lysander hand over the lyre to the Neck, remind them of what Linnaeus said – doing so would lead to widespread chaos and bloodshed (see Catastrophe on page 86).
The Player Characters Are Not Involved
Accompanied by his valet Karl-Axel Trygg (page 96; if he is dead, replace him with another servant using the same stats) and magicians Xavier Liebholz and Helena von Arensburg (pages 99 and 100), Lysander enters the palace and breaks into the Royal Armory.
If the player characters are watching the crowd and pass a VIGILANCE test, they spot Lysander or his associates and can follow them to the Royal Armory. If they warned Commissioner Utterson, this automatically succeeds. However, Utterson lacks the authority to let the characters into the palace in advance, so they will have to enter with the rioting crowd. Again, the characters may encounter guards inside the palace. The characters cannot beat Lysander to the Royal Armory, and cannot confront him until he is attempting to leave with the lyre.
If the characters fail the VIGILANCE test above, they must find their way to the Royal Armory by asking around, which requires an INVESTIGATION or MANIPULATION test. If these tests fail as well, they cannot confront Lysander until he reaches Castle Slope.
Confronting Lysander
If the player characters try to stop Lysander or refuse to hand over the lyre, they will have to confront him. This can happen at the Royal Armory, inside the palace, out on Castle Slope, or by the Stockholm Stream during the encounter with the Neck. If Lysander’s lackeys Karl-Axel Trygg, Xavier Liebholz, and Helena von Arensburg have not already appeared, they show up now, ready to defend their master.
Lysander pleads with the player characters and tells his whole story. He shows them Linnaeus’s snuff box and recounts how he found the spertus as a young man, and how it brought him wealth and success. But then he realized he was its third owner, doomed to surrender his soul to the Devil.
Lysander explains that he first contacted the characters – regarding the murder of Sverker von Essen – to assess their capabilities and see whether they might be able to help him. The purpose of the conclave on Goose Island was to find a way to break the spertus’s curse. And he sought Linnaeus’s secret journal in the library beneath the National Archives believing it held the answer – which it did. The attack by the “Rosenbergers” in the library was merely a diversion to throw suspicion off himself. If Karl-Axel Trygg is present, he reveals the wolf’s head tattoo on his forearm and simply wipes it off – he was never really a Rosenberger.
Now Lysander knows that only the Neck can save his soul – in exchange for the lyre.
Let the player characters react. If they refuse to budge, Lysander does not hesitate to use force. He uses his spertus to gain the STRENGTH ability, which grants to FORCE and increases his physical Toughness by one step. He has his lackeys fight for him so that he can escape to Castle Slope with the lyre and hand it to the Neck, no matter the cost. Keep in mind that Helena von Arensburg cannot command the night raven now that it is daytime.
If the player characters are Broken inside the palace, Lysander leaves them there. Then Utterson finds them and helps them to their feet so they can still catch up to Lysander at the Stockholm Stream (below).
The Neck in the Stockholm Stream
When the player characters exit the Royal Armory, they are met by chaos. Bloodied and bruised protesters, policemen, and soldiers lie scattered everywhere. The sounds of continued violence echo from the alleys – the uprising seems to have spread throughout the city.
The haunting tune of a violin is heard from the stream. Darkness falls, and in the purple twilight they see that the Neck has emerged from the Stream of Stockholm. He sits on a rock at the water’s edge, playing his violin. They can now clearly see that the Neck and Stagnelius are one and the same. He gives them a look of recognition. Then Lysander walks down to the shoreline. What happens next depends on whether or not he has the lyre:
- Lysander has the lyre: Lysander wades into the water toward the Neck and holds out the lyre: “Take your instrument, take it and free me from my curse.”
- Lysander does not have the lyre: The cork magnate begs the player characters to give him the lyre: “Without it, my soul is lost.” If the confrontation with Lysander (above) has not already taken place, it happens now. If Lysander has the lyre, he must be forcibly stopped from giving it to the Neck; if the characters have the lyre, he will use any means necessary to take it from them. If the player characters defeat Lysander and have the lyre, the Neck may attack to take it from them. They must then banish the Neck using religious symbols or by cutting the strings of the lyre with a knife and stabbing it into the ground. For stats, see page 148 of the core rulebook. If banished, the Neck vanishes into the water, and Lysander’s fate is sealed (see below). Note: If you think there has already been enough combat and drama, you can have the Neck retreat without a fight and vanish into the water when Lysander is defeated. In that case he simply gives the characters a murderous glare, suggesting they will meet again. If the characters let the Neck have his lyre, they trigger the Catastrophe (page 86) but still do not save Lysander (see below).
The Cork Magnate’s Fate
No matter how the confrontation with Lysander and the Neck unfolds, Lysander is doomed. The Neck never had any intention of saving the cork magnate’s soul.
Lysander collapses, clutching his chest in agony. His face contorts with fear. He screams something about the gates of Hell opening before him and lashes out at thin air, as if fending off an unseen attacker. Lying on the ground, he pulls out his gilded snuff box as though it might save him.
The player characters then see Lysander being torn apart by invisible claws. He shrieks in pain and begs to be saved, but there is nothing the characters can do. The lid of the snuff box opens and the spertus bursts into blue flames, reduced to ashes.
The cork magnate’s spirit rises from his body, leaving behind a mangled, bloodless corpse, its face frozen in a grimace of horror. The spertus has claimed its due.
Aftermath
p.105The death of August T. Lysander marks the end of this mystery and this campaign. The Neck withdraws from Stockholm, for now, and a temporary calm settles over the city. The poet Erik Johan Stagnelius is never seen again at the Golden Peace.
Although the unrest in the streets was stirred by the Neck, the calls for justice, equality and better working conditions persist – a struggle that will shape society for decades to come. One day, many years in the future, universal and equal suffrage will be introduced in the country, including for women. But that is another story.
Now there is little left for the characters to do but lick their wounds and return to Upsala, hopefully having learned a great deal – perhaps after saying goodbye to friends and acquaintances old and new, such as Commissioner Utterson, archivist Sigrid Holgersdotter, and painter Vilma af Zimt. Reward the characters with plenty of Experience Points and Development Points for their headquarters – they have certainly earned it!
But one question remains – what should be done with the ancient and powerful artifact that is the Neck’s lyre? Perhaps the safest course is to bring it to Castle Gyllencreutz in Upsala, where the Society can keep it safe. But the Neck has not forgotten, nor forgiven, and still dreams of one day reclaiming the beautiful lyre he lost so long ago.
And Linnaeus’s ghost? He could make a final appearance to offer the characters a reward for their great efforts: the Botanical Garden upgrade for their headquarters (page 91 of the core rulebook), without the prerequisite of a Gardener. Read or play out the following epilogue.
Epilogue
It is night, and you have just returned to Castle Gyllencreutz after a philosophical soiree at Upsala University. Moonlight shines softly on the wall surrounding the garden. The air is still. Suddenly a figure appears in front of you – it is the ghost of Carl Linnaeus. He leans into the moonlight.
“How wonderful to be back in my beloved Upsala. Now that my library is in your safe hands, I’m no longer bound to the capital. I still have work to do – so many species left to discover, understand, classify, and name in this universe. Both magical and mundane. By the way, did you know that my very first garden once grew here?”
He points to a door covered with thick ivy. There is a large rusty key in the lock. The old door creaks open to reveal a hidden garden untouched by time. You see neat beds of herbs and medicinal plants, all marked with handwritten signs. Some of the plants can heal your wounds.
“You’ll find my flora in the stone chest in the center of the garden. This is my gift to you. Thank you, truly, for helping me protect the knowledge of the unseen world!”
City of My Nightmares - Handouts
p.1174A: The letter from Vilma af Zimt
Friends of the Unseen,
My name is Vilma af Zimt, an artist and medium based in Stockholm. I am writing you because of a message I received from the spirit world during a séance I recently conducted at the Swedenborg Society. The message came to me and the other participants through automatic writing on a Ouija board. A powerful spirit sought contact. He seemed deeply troubled and insisted on conveying the message directly to you. When I offered to pass on his message, he became violent, knocking over several candlesticks in the room. Several participants fainted in terror.
Therefore, I invite you to a séance at my apartment at 19 Charity Street in the Town Between the Bridges, so you may have direct contact with the spirit.
Yours affectionately,
Vilma af Zimt
4B: The poster advertising Matinée Physicale
ON SATURDAY
Professor Xavier Liebholz & Helena von Arensburg
Present a Magnificent Matinée Physicale According to a Particularly Rich and Varied Program. Great Performance of Magic, Pyro-Technics, etc., and finally the Evocation on Stage of Spirits and Ghostly Visions.
The performance starts at half 7 ½ p.m.
Ticket Prices Are: Numbered Seat . . . . . 3/— Unnumbered Seat . . . 2/— Gallery . . . . . . . . . . . . 2/—
Tickets are available daily at the Office in the courtyard and from 6 p.m. at the Ticket Office.
H. R. BERNS
4C: The flyer announcing the protest
THE VOICE OF THE PEOPLE MUST BE HEARD!
A Call to All Honest Citizens
GATHER FOR A MARCH OF PROTEST AGAINST THE CROWN!
For the king’s excesses grievously oppress the toiling masses! Our Patience Is at an End! We Do Hereby Demand: – Bread upon the table of every household – An end to the squandering of the people’s purse – Parliamentary authority over royal prerogative – Freedom, justice, and equality for all!
We suffer under taxation, hunger, and injustice, whilst his court feasts upon the fruits of our labor. Come with drum and banner and steadfast resolve! Men, women, and children—all of the people shall arise!
SUNDAY THE 7TH OF MAY, AT THE STROKE OF NOON — Castle Slope, Stockholm
— FOR THE RIGHTS OF THE PEOPLE —
AGAINST THE TYRANNY OF THE CROWN!














