VAE LMS · The Lost Mountain Saga
Content warning — Drugs, Violence, Kidnapping
Also in this campaign
The player characters find themselves in the middle of a celebratory Upsala. Happy, intoxicated students are everywhere, celebrating the return of spring. But they are once again dragged into a new mystery, this time involving a strange prince who is said to live in an enchanted castle.
Prelude
p.54Lisa Johansson is briefly brought back into this adventure, to remind the player characters of the main mystery of The Lost Mountain Saga campaign. If she is not tied already into one of the player characters’ backstories, the person with the highest Empathy will have encounters throughout the mystery where they can see her or feel her presence.
Background
Valborg. The return of spring. An ancient celebration that symbolizes reawakening and renewal. In English, the celebration would be translated to Walpurgis and it is celebrated on the last day of April every year. Bonfires are lit and people gather to listen to speeches and songs welcoming spring and a brighter future. In Upsala, the celebration is huge. People from all over the country flock to the student town to experience a night of booze and decadence.
Amongst those who celebrate, there’s Vanadisir, a secret order that claims to be the descendants of the Norse goddess Freja (page 5). Additionally, they claim that Valborg used to be the blót (sacrifice) for Freja and every year they hold their celebration next to the Royal Mounds of Old Upsala, where the Temple at Upsala used to be located. The Temple was considered the most important place of worship during the Viking age and the sacred ground still carries memories of the old gods.
The current leader of the Vanadisir, Eira, used to wear a golden necklace with a green gemstone. She told the order that it was the Brísingamen, an invaluable ancient artifact the Norse goddess Freja was said to have worn, crafted by dwarfs and imbued with magical powers. However, Eira claimed that it was stolen from her by a man in the beautiful forest close to the Royal Mounds. It is rumored that this man lives in an enchanted castle only the worthy can find, and there he hoards treasures upon treasures he has stolen from lost travelers.
What actually happened was that Eira, consumed by the idea of herself as a true sorceress for Freja, found out that a lindworm and his lair was rumored to be located in that forest. She set out to find it, kill it and eat its flesh so she could consume its magical powers and become a true völva (sorceress in Old Norse). The lindworm THE BRISINGAMEN Whether the necklace Eira carries is the actual artifact from the Norse goddess Freja (it’s not), Brisingamen was a brilliant golden necklace and similar to all the treasures of Norse mythology, it was created by the dwarves, the master craftsmen. Freja was instantly attracted to the necklace when the dwarves presented it to her and she offered both gold and silver to purchase it. However, the dwarves refused her money. Instead, they said that they would only give her the Brisingamen if she spent a night with each of them. Apparently, she agreed.
saw through her plan, however, and tricked her into giving up all of her possessions before banishing her from his realm.
Eira, with her pride heavily wounded, furiously told her version of the incident to her followers and led several of them to find the lindworm again, to retrieve the Brisingamen and put an end to his reign. Unfortunately, none of them returned because the angered lindworm manipulated them all into staying with him, virtually turning them into his slaves.
Mikaela Haraldsdottir, a devout member of the Vanadisir and very loyal to Eira, is starting to get worried. She turns to the player characters as she knows they will be
actual experts that could help
both the Vanadisir and also
bring back Eira and her missing followers.
Conflicts
The main conflict is between the missing members of Vanadisir and the lindworm. The secondary conflict is between Eira and Mikaela Haraldsdottir. Mikaela has started to realize that Eira might not always be telling the truth.
Invitation
The player characters find themselves at the great Valborg bonfire next to the Royal Mounds of Upsala. Intoxicated students are everywhere. It is, after all, the one day of the year where people completely let loose and embrace their inner chaos. The winter that just passed was particularly harsh and dark, not just for the player characters, and for many it felt like it lasted for years. So, when the warmth returned in late April, everyone decided that this year, the Valborg celebration should be extra special. But it ended exactly like it usually ends – drunk students everywhere, people making out with people they shouldn’t, and several messy fights.
ROYAL MOUNDS OF OLD UPSALA Dating back to the 5th and 6th centuries, the Royal Mounds of Old Upsala have been shrouded in mystery for generations. Confirmed to be the burial sites of legendary kings, they are located north of Upsala close to where the old Norse temple used to be – the most sacred and important religious site during the Viking age. The ground oozes of spirituality and memories of a great dynasty long gone. At a less intense part of the celebration, the player characters and other people have gathered around a dancing performance consisting of ten beautiful women. They move erratically but gracefully, their white flowing dresses creating an ethereal, magical and seductive show, enchanting the viewers. At the end of their performance, each woman walks up to a different audience member and starts whispering in their ear. Some of them are offering drinks of an unknown liquid. Many people play along, figuring that it’s just part of the performance. Others, especially single men, let themselves be led away by the beautiful women followed by cheering from their peers.
A short woman with long, dark hair and big beautiful brown eyes walks up to the player characters. “Come celebrate with us! The Lady is about to be reborn. It is a joyous occasion, indeed. Come!” The girl is quite charming an you should encourage player characters to just go along with it. They can roll for OBSERVATION to learn that she seems harmless.
She leads the party through the forest along a torch-lit path. They walk far, until the player characters suddenly find themselves surrounded by several beautiful men and women who are walking alongside them, humming. It feels good, it feels magical. Not threatening. Eventually, there’s a clearing where more men and women are waiting. A fire in the middle is surrounded by beautiful flower arrangements, various luxury items such as chocolates, perfumes, fresh fruits, jewelry. A white horse stands there in the clearing, munching on apples. A half-naked man appears and offers the player characters some wine and a pipe.
A successful LEARNING and they would all know that it’s just regular tobacco. The players can continue to roll OBSERVATION, but nothing will suggest that they are in any danger. However, the longer they stay, the more the player characters will be drawn into the proceedings. There’s a force pulling them in, spiritual in nature, that’s very hard to resist. Eventually, the short dark-haired woman starts to chant. “Lady of fire. Lady of love. We welcome your strength. We welcome your courage. Bless us with renewal! Bless us with spring! Let us join you in Sessrúmnir, In the mountains of Folkvangr… When it is our time! Our lady, Our Vanadis. We are the Vanadisir. Accept our sacrifices. Grant us your love!” It’s hypnotizing and everyone loses their sense of time. The chanting continues, creating a vibration in the ground and it’s almost as if the forest starts whispering it as well, amplifying it. Everyone should roll FORCE. Those who fail fall into a peaceful sleep and wake up the next morning, rested and happy. Those who succeed manage to stay awake. They will witness the sacrifice of the horse. Despite the brutal nature of the killing, it seems relatively peaceful. People fall to their knees, tears streaming down their faces as they enter some sort of trance. “Thank you! Thank you!” they shout to the gods.
The player character with the highest Empathy will notice a shadow observing them in the forest but as they turn to look, the shadow is gone. It’s completely up to the group how they want to continue to engage with the ritualistic celebration of Freja. Eventually, they will all fall asleep.
The next morning, despite sleeping on the ground, everyone will feel energetic and rested. The young woman who brought them there in the first place is sitting next to them, waiting for them to wake up. “Good morning! I’m Mikaela,” she says cheerfully, offering all of them coffee, water and fresh fruit. “I immediately recognized you, when I saw you in the crowd. You’re from Castle Gyllencreutz!”
Mikaela’s eyes are full of admiration and excitement. She tells the player characters that her father had always spoken well of the helpful people of the Society. “I know of… well, you know,” she says in a low voice, referring to the Sight. “I need your help. You see, a few months ago, our leader Eira was attacked by an evil man in this forest. He stole from her. Then, she and several members of our group went out to find him, to get justice. However, they have not returned and I worry something terrible has happened.”
Preparations
After their meeting with Mikaela, the player characters can return to Castle Gyllencreutz and prepare. As usual, they can gain an Advantage. Clues they can gather at Gyllencreutz are:
- The part of the forest that the incident would have happened at has never been a kingdom, and is definitely not one currently. That the man refers to himself as Prince would mean something else, possibly a vaesen that can enchant its surroundings or that it refers to its lair as a kingdom.
- A LEARNING roll can let the player characters deduce that when Mikaela referred to the Prince as a “snake,” there might have been a more literal meaning behind that. Several vaesen can resemble or even be snakes, such as the sea serpent, the lindworm, and the dragon.
- Studying the area they are going to, they know that it used to be an ancient spiritual ground during the Viking Age. It would make sense that vaesen activity might be more prevalent there. Several people have gone missing in that forest over the years, and it would be wise to bring a map or even an experienced guide.
Journey and Arrival
Once again, the party will return to Old Upsala and pass the Royal Mounds as they enter the deep, dark forest to the north.
It’s early in the morning, mist is rising from the moss-covered ground and everything’s absolutely still. The forest is inviting but haunting at the same time as the mist playfully dances around the player characters.
Mikaela Haraldsdottir meets them by the mounds, insisting that she should come with them. It’s up to the player characters to decide whether they want to bring her along, however, they get the distinct feeling that if they don’t bring her with them she’ll go alone and potentially put herself in danger.
If the player characters proceed without Mikaela, they need to roll INVESTIGATION to find each location.
On a failed roll, they still get there but get lost along the way and must each roll for FORCE or suffer a physical condition as they stumble through the deep woods.
Countdown and Catastrophe
Use the below Countdown events to increase the tension as the player characters make their way through the old forest toward the castle of the lindworm.
1. The player character with the highest Empathy
will once again get the distinct feeling that someone or something is watching them. A shadow
moves in the corner of their eye but when they
turn to look, it’s gone. 2. The same player character will hear a whispering voice, in a strange ancient tongue. The
character must make a Fear test against Fear
value 1. On a successful OBSERVATION roll, the
character realizes that the voice is that of Lisa
Johansson, saying the same thing as during
their encounter in the mine at Falun. If they
don’t already know what it means, the character can roll LEARNING to understand the Old
Norse: “The stones are for the gods, not for men. The
Vanadisir must die!” 3. During the visit to the lindworm’s castle, the
lindworm speaks directly to this character, whispering in their ear without the others hearing
it. This is an ENTHRALL Curse (page 119 in the
core rulebook). If the character is enthralled, it
becomes a servant of the lindworm (page 62).
Catastrophe
Each day the characters stay with the lindworm without resolving the situation, they will all be subjected to an ENTHRALL Curse. If all of the characters are Enthralled, they become the servants of the lindworm indefinitely. Unless Mikaela or someone from the Vanadisir or the Society saves them, they will be lost in the forest forever.
Locations (3)
This Mystery is relatively linear and the player characters will visit its three locations in the order below, as they make their way through the mystical forest. You can use Mikaela or later Hedvig to nudge the player characters in the right direction if they get distracted.
Old Witch Hedvig
It’s unclear who or what Hedvig actually is. She was once a human for sure, but after years of living in close proximity to the lindworm’s realm and his powerful magic, and having barely participated in human society for an entire lifetime, she no longer can say where she belongs.
Wise and curious, Hedvig loves meeting travelers and helping them as much as she can if she believes they carry a good heart. If not, she might leave them a little harmless but annoying curse to make sure they leave her alone should they ever enter her part of the world again.
If asked about the Abisko Mine and other questions that revolve around The Lost Mountain Saga’s main arc, she’ll look concerned. “Change is coming. Humans are changing, I’m afraid. We have forgotten the old ways. We tend to do that. Just like the old gods, we are always eager to abandon the old for the new.”
- During the night, the player character with a special bond to Lisa Johansson (highest Empathy) has nightmares about a woman with long black hair and a white dress. They are in a dark forest. The woman starts to slowly walk away and the player character follows. After a while, the woman stops and turns. The player character will recognize her immediately. It’s Lisa, dressed in the attire of a Viking shield maiden. Her face suddenly twists and she screams “Help!” The player character will then immediately wake up.
- Hedvig will watch over the player characters when they sleep. If asked about the nightmare, she’ll shake her head. “This forest is old. Many lost souls still linger. I would be careful and not let your minds wander…”
- If the player characters got injured in the previous battle, all of their Conditions will be healed during the night under Hedvig’s care.
- The next morning, after enjoying a delicious breakfast, Hedvig will point them in the right direction towards the castle. If they’ve been nice to her, she’ll give each of them a silver coin. “To free those who are enslaved…” she says. The silver coin can be used to break the lindworm’s control over its victims (page 64).
Maps (3)
Viking Stone Formation
In the forest, the party reaches a small gorge with steep cliffs on both sides, creating a narrow passage they have to squeeze through. On the other side of it, several boulders are lying in a strange formation creating a maze-like path.
Clues
- There are several rune stones scattered among the boulders. A successful LEARNING would let the characters know that this is an old battleground from the Viking age.
- A successful INVESTIGATION roll will reveal that several rune stones have the symbol of an ouroboros – a snake-like creature biting its own tail. Archaeologists have assumed that these are depictions of dragons but a successful LEARNING roll reveals that it doesn’t have the characteristics of a typical dragon. With extra successes, they can recall that in battle a lindworm would bite its own tail in order to gain speed for its attack.
- A successful VIGILANCE and the characters will notice a piece of metal lying almost buried underneath one of the boulders. Picking it up, they notice that it’s a huge, rusty sword almost as tall as a full-grown man. The sword is hundreds of years old and would have belonged to a fierce warrior.
Challenges
- If the player characters touch the sword, the wind picks up and with it, a distant sound of men yelling and fighting fills the air. It’s coming closer and closer. When turning around to investigate, they will suddenly stand face to face with skeletons in Viking gear, equal in number to the player characters. Each player character must make a Fear test against Fear value 1. These are ghosts, but are managed as regular NPCs in this situation. They are coming to life through their old battle axes, and immediately attack in close combat. If Broken, a Viking ghost is driven off long enough for the player characters to proceed.
- When the player characters have defeated their adversaries (or are about to be defeated), an old battle horn sounds through the forest. The fighting immediately stops. A tall, impressive figure appears on a horse, half of the face skeleton, the other half revealing a beautiful woman but with a very sharp, stern face. The player characters immediately recognize her as Lisa Johansson (but now in her revenant form). Her long dark hair is braided in intricate ways and she’s wearing full armor. A shieldmaiden of the North. She screams orders in an ancient tongue. As she rides on, the soldiers follow and they all slowly fade away. She is in spectral form and the player characters cannot interact with her now. If they make a LEARNING roll however, they realize that the language was Old Norse – the same that Lisa Johansson spoke in the mine (page 23). The shield maiden’s words were: “Reclaim what is ours. The brave shall feast with the gods in Valhalla and Folkvagnr!”
Hedvig’s Cottage
It’s getting late and time to set camp for the night. Some of the player characters might be injured from the combat. As they’re looking for a proper spot, they eventually come upon an old cottage. It looks completely abandoned with the windows boarded up. However, smoke rises from the chimney and when they get closer the front door opens slowly. An invitation.
As they enter, the first thing they notice is the air. It’s completely different than from outside, thicker and heavier, almost suffocating. An old lady sits by a small fire, knitting. Her eyes are covered with a white cloth, suggesting she’s blind, but she looks right at the player characters as they enter. “Looking for the Prince, are we?” she croaks, her voice creating a strange echoing sound. “You should get some rest, then. You will need it.” An amused smile plays on her lips. “Many restless creatures out and about tonight. The Prince must be worried about something.”
She introduces herself as Hedvig. Despite her creepy appearance, she seems harmless and an OBSERVATION roll will confirm this. She gets up and offers the player characters coffee and food. If they accept, they
each recover one physical or mental Condition.
Clues
- Hedvig looks old. Ancient. But claims she’s nothing more than an old witch, trying to live in peace. She’ll tell them about the land, how it all changed when the “cross worshipers arrived and there’s no more room for the old ways. The spirits are angry. You were attacked by their memories.”
- If asked who the prince is, Hedvig will confirm what they might have already figured out, that it’s a lindworm. “The protector of this Realm.” She’ll smile at the idea of fighting him but with a successful MANIPULATION roll, she’ll be willing to tell them how to defeat him. See the full description for lindworm in the Vaesen core rulebook, page 136.
- If asked about Eira, Hedvig says that she believes the woman to be an fool and a fraud. “She also came here thinking she could defeat him but for less heroic reasons than you lot. Greedy, that one. She wanted his power. A fool’s errand. I would assume he killed her and her followers.”
- If asked about Lisa Johansson, Hedvig says that she doesn’t know her, but that the old revenant spirits in this area can take possession of human minds. Such possessed people often lose their memories of their previous life. They can be very dangerous.
Challenges
- Mikaela will insist they stay with Hedvig. If they do so, all player characters heal all physical and mental Conditions. If they insist on sleeping outside instead of in the warm beds that Hedvig offers, they will wake up tired and achy with a physical Condition.
The Lindworm’s Castle
After walking through the forest for two days, the vegetation eventually gets thicker, almost impenetrable, as the party continues along the hidden path. Eventually, an iron gate appears and behind it stands a large tower, next to a circular building.
Less like a castle and more like a fortress, there are no windows and only one door right at the center of the tower. If the player characters have access to a map, there’s no mention of this. It looks old, very old, but the huge courtyard outside appears very well kept. Someone is clearly living here and taking care of it.
The door opens and several people step out, all dressed in brown and creating a formation line in front of the tower in perfect synchronicity. Eventually, a handsome man follows and stands in its center. A crown rests on his long, golden hair. His perfectly symmetrical face is clean-shaven and he stands nearly 7 feet tall. He’s wearing a dark blue robe embroidered with golden intricate patterns.
“Welcome, travelers, to my castle.” His voice is deep and carries over the entire courtyard, so clear as if he was standing right next to them. “I shall be delighted if you would join me for lunch. Please. Come.” He motions for the player characters to follow him.
The castle does seem enchanted. Alien, even. The unwelcoming outside does not match the polished inside. The floor is made of something that resembles glass and the ceilings are very far up, allowing sounds to echo when the player characters enter. Despite the lack of windows, it’s incredibly bright inside with a strange light emitting from thousands of wall crystals and impressive chandeliers. Everything looks incredibly expensive and unlike anything anyone has ever seen before.
The rounded corridor leads the party into a larger room. In the middle of the room is a gigantic pile of gold and treasures. Several servants are working on sweeping the gold coins that have escaped the pile but it seems like a never-ending job. Other servants are polishing pieces of the treasure, carefully and methodically. Their eyes are completely blank and they won’t react to the player characters at all.
Clues
- Snakelike statues line the room and the player characters will recognize the statues as various versions of a lindworm. With a successful INVESTIGATION roll, the characters notice that one of those statues is holding a golden necklace with a green gemstone. This is Eira’s necklace, the purported Brisingamen.
- During the meal, have the player characters roll OBSERVATION. Those who succeed notice something off about the castle. Their clothes get wet as if they were outside in the forest. A chilly wind sweeps through the hall. The food on their plates turns to leaves and twigs for an instant. These are all clues to the fact that the castle is an illusion.
- If the player characters make a VIGILANCE roll, they spot a servant who matches the description of Eira. If they fail, Mikaela will eventually spot her if she is there, and she gasps as she calls the player characters’ attention to her.
Challenges
- The Prince is charming and politely questions the player characters, asking them about their endeavors but also trying to ascertain their purpose for coming here. Eventually, he will try to bargain with them. If they ask about Eira or the Brisingamen, he will agree to give each of them up if Mikaela or a player character agrees to become his servant. His forked tongue licks his lips as he inspects all of them carefully. The lindworm can also offer the characters magical powers as part of a deal (page 137 in the Vaesen core rulebook). Let the players negotiate with the lindworm and roll MANIPULATION to have him agree to any reasonable deal.
- If no deal is struck, Mikaela will eventually offer herself to the lindworm in order to free Eira. The player characters will need to stop the lindworm by force to prevent this (see Confrontation).
- The lindworm’s enchantment over each of his servants can be broken by pressing a piece of silver (like the one Hedvig offered) to their skin, by pleading to them with a successful MANIPULATION roll (two successes needed) or by inflicting a sharp pain such as slap or a hard pinch. Doing this will trigger the lindworm’s wrath however (see Confrontation).
Cast
Mikaela Haraldsdottir p.57
Not someone who most people would pay a lot of attention to, the mousy Mikaela is a curious and studious young woman who has ambition to one day become a nurse. With brown hair and large brown eyes, she was invited to the Vanadisir through her much more outgoing sister Elsa and felt instantly at home surrounded by inspiring women and people who were devoted to the feminine power of Freja.
Mikaela says that the attack happened a two day’s walk north of this location and the man is tall and beautiful but manipulative. “He calls himself the Prince. Rich, haughty and believes he’s better than everybody else, but he’s nothing more than a thieving snake. The Brisingamen. The most important artifact of Freja that Eira had been trusted to carry forth to the next generation. He took it. And then he took my sisters.” She starts to tear up. “I cannot understand why he would do that.”
Mikaela says that Eira told her she had been attacked, unprovoked, during one of her walks in the forest. However, an OBSERVATION will reveal that Mikaela believes that there is more to the story. There’s something she’s not saying.
Mikaela describes Eira. A short, energetic lady in her 70s with short white hair and green eyes. She leads the Vanadisir with determination and a fire many younger people would envy. Mikaela insists that she should come with the party, as she knows her way through the forest and it’s her leader that’s missing. Whether the player characters agree or not, she will join them on the journey. Lisa Johansson: The players may recognize the name Vanadisir from their horrifying encounter with Lisa Johansson at the end of the first Mystery of The Lost Mountain Saga. If the players have forgotten, you can let them roll LEARNING to recall the name. If they ask Mikaela about this, she has no idea what it means, nor does she know anyone by that name. Mikaela has only been a member for a few years however, so it might be someone from before her time. Sigrid Magnusson: The players may also recognize the Vanadisir from Franzibald Hansen’s notebook, where he suggested that Sigrid Magnusson is or was a member. Mikaela can confirm this – Sigrid Magnusson was a member of the order but that was a long time ago. She had some kind of falling out with Eira about ten years ago, and left the order. Mikaela doesn’t know what the conflict was about, Eira didn’t want to talk about it.
Viking Ghost Warrior p.60
Eira p.63
Eira has short white hair that was once a deep red color. Her eyes are large and green. She’s well into her seventies but carries herself with the stamina of a much younger woman. Having always resented Christianity, she founded the Vanadisir secret order when more and more women came to Upsala to study – women she wanted to influence and teach about the power of the ancient goddess Freja and the other disirs (female goddesses in Old Norse). She loves being their leader, so much so that she has slowly turned the order into a cult. Every year, she’s more and more convinced that she is the chosen leader to tell the world about Freja and spread her word, no matter the cost.
Handouts (4)
Handouts print at the back of VAE LMS covering all of its mysteries — click to reveal one to the players.
Confrontation
p.64The situation will most likely escalate into a violent confrontation with the lindworm in his true form. This can be triggered in several ways:
- The player characters free one of his enchanted servants using a piece of silver.
- The player characters attempt to steal Eira’s necklace (the purported Brisingamen).
- The player characters or Mikaela attack the lindworm’s human form physically.
- Eira is somehow released from her enchantment. She then immediately attacks the lindworm with a knife, and urges Mikaela and the player characters to help her. If none of the above happens, the player characters can leave the lindworm peacefully and the Mystery ends. Mikaela will not accept leaving without Eira, however, even attacking the lindworm to prevent it.
The Illusion Falls
When the Confrontation is triggered, the lindworm’s illusion falls. First, the castle starts to collapse, its walls turning to ash and the floor starting to crack, the treasure is swallowed by the ground, and soon the player characters find themselves in a glade in the woods. The spell over the servants is broken, and all of them flee screaming into the forest (except Eira). Finally, the lindworm morphs into his true shape – a scaly, terrifying snake – and attacks. For statistics, see page 136 in the Vaesen core rulebook. EIRA: Once free of the lindworm’s spell, Eira curses the beast and urges Mikaela and the player characters to kill it. “The beast must die, so that we can eat its flesh and gain its powers, for the Vanadisir!” She draws a silver knife and attacks the beast.
Three Fires
As mentioned in the Vaesen core rulebook, a lindworm can be destroyed by tricking it into slithering through three different fires. If the players ask about ways to kill a lindworm and make a successful LEARNING roll, one of them will come to think of this. There are no (real) fires in the castle, but the player characters could set fires in the forest or even perform the ritual by burning the lindworm with three separate torches. This turns the lindworm to ash, not leaving any flesh behind for Eira to consume.
The Final Bargain
If the lindworm is Wounded, it will bargain for its life (page 136 in the core rulebook), offering its enemies a taste of its flesh to one person, yielding magical powers, in return for keeping one other person as its servant.
Eira immediately steps forward to receive the gift. “We must accept this gift of the lindworm. Mikaela, you must make this sacrifice, for the Vanadisir.” Mikaela hesitates as the lindworm hungrily observes her. Let the players react to this. If they don’t interfere, Mikaela will accept becoming the lindworm’s servant, and Eira is offered a drink of its blood, gaining all of the powers listed on page 137 of the core rulebook.
The player characters can interfere at any point. One of them might even want to claim the lindworm’s gift for themselves! If stopped for any reason, Eira will attack them with her knife. If the bargain is interrupted, the lindworm will also attack and fight until it’s Broken.
Victory
If the lindworm is Broken in combat, it hisses and makes a final attack against Eira, as it blames her for its defeat. It picks her up like a piece of meat and then snaps her neck, throwing the body to the side. Then, the lindworm bites its own tail, forming a wheel that rolls quickly into the forest and disappears. Mikaela breaks down in tears.
Defeat
If the player characters lose the fight, the lindworm leaves them Broken on the ground. If Eira did not make a deal with the lindworm, it then kills her as per above. Then the lindworm slithers away into the forest, accompanied by Mikaela if she has agreed to become its servant. If Eira did make a deal with the lindworm and fought the player characters, she warns them not to get in her way again, and leaves this story for good.
Aftermath
p.65The player characters return to Castle Gyllencreutz with or without the Brisingamen, accompanied by Mikaela. The Vanadisir is disbanded, as the captured members return to Upsala and reveal the horrors they have experienced. If Eira survived, she will reform the order in a future Mystery.



