VAE LMS · The Lost Mountain Saga
Content warning — Death, Violence, Gore, Child Death
Also in this campaign
An island off the coast of northern Norway is in distress, and all previous rescue attempts have failed. As winter fast approaches, the authorities decide to hire a team of experts to discover the truth. What follows is one of the most dangerous missions the Society has ever embarked upon.
Prelude
p.42Background
On the remote island of Værøya in the northern part of Norway lies an old fishing village named Sørland. People have lived here for centuries, mostly minding their own business, trading with the few ships that pass by their little harbor.
Then everything changed. Industrialization brought new interest from the mainland. Værøya is part of the Lofoten archipelago and its location is now seen as the perfect site for a new trading hub. This hub would service all northbound trading vessels, as well as create access for tourists to enjoy the area’s unparalleled beauty – its long white beaches and dramatic mountain peaks could even attract international travelers.
Sørland agreed to function as one of the North Atlantic trading ports and to pay appropriate taxes on condition that the village would be left largely alone regarding local matters. For decades, this agreement was honored by both sides. With the exception of the construction of an inn for visitors, the people of Sørland went about their business. The people kept local affairs to themselves, visitors were tolerated, but no outsiders were allowed to settle in the village or stay for longer than a couple of weeks. Because there was a secret that the people of Sørland held close, a secret that must be shielded at all cost.
Every winter, she returns. The Lady of the Cold. A particularly powerful giant that despises the sun. For over a millennia, the island has been her domain and the humans who live there have been under her protection. She arrives with the winter and leaves when the sun returns. Each year, the islanders hold a Winter Solstice celebration in her honor, bringing her gifts and offerings in hope that she in return will bring good fortune for the year to come.
One of these offerings is in the form of a young man. Every spring, the Elders of Sørland choose a suitable boy and prepare him the entire year to join the Lady of the Cold. He will live in her chambers throughout the Winter, and be treated like a king, then go with her as she returns to sea the following spring. The chosen boys are never seen again, but it is considered to be the highest of honors. The islanders believe the sacrificed boys will be uplifted to a higher plane of existence. This has been the ritual for as long as anyone on the island can remember.
However, at the last celebration something went horribly wrong and the islanders were punished for it in the most horrific way. The chosen boy had fallen in love with another village girl. The Lady sensed this immediately, tore the boy apart and killed everyone at the ceremony by freezing them to death. She carried this wrath with her to the following year, when she returned to the island early, bringing with her unseasonably violent storms and freezing temperatures that have devastated Sørland. In September, Sørland stopped responding to all communication attempts. Concerned, Norwegian authorities sent a team to investigate aboard the naval corvette Freja. However, the ship never returned.
In early October, another much larger ship, the Alexandria, made an attempt to reach the island but, as it approached, the crew found a thick layer of ice blocking their way. They could not make sense of it, for it was too early in the year and the temperature had yet to fall below freezing. Winter was supposed to be at least two or three more weeks out. Puzzled, they turned the Alexandria around and plotted a return course, but after only a few miles, they found a small life boat drifting at sea that one of the crew recognized. The boat belonged to the Freja, the initial mission. It carried the corpse of a young man. His skin was so white it was almost translucent, and his face was frozen in a twisted grimace of terror. Whatever had happened to the boy, his last moments on Earth had not been peaceful.
As the Alexandria returned to the mainland with the troubling news, the authorities grew even more concerned and asked the police commissioner, Olof Dahl, to assemble a team of experts to get to the bottom of this. Given the dangerous nature of the mission, they have provided any resources necessary to hire the most competent crew and ice-breaker vessel available to forge a path to the island.
Suspecting Sørland might be dealing with something far worse than bad weather, Olof Dahl decides to contact the Society.
Conflicts
The main conflict is with the Lady of the Cold. The secondary conflict is with the surviving islanders. They refuse to give up their ways and traditions, and are willing to do anything to make sure the authorities do not find out the truth, including killing the player characters.
Invitation
It is early November in Upsala. The trees are barren, the ground is covered by brown leaves and there seems to be a perpetual fog over the old student town, made worse by the new factory buildings that perpetually spew smoke from their chimneys.
It’s been three weeks since the Ball at the University Hall. With winter approaching, the days grow short, the shadows grow darker. Updates from the Abisko mine and information about the aftermath have been frustratingly limited. The only real news is of continued reports of workers and scientists flocking to the North so they can be a part of this “great opportunity.” When Norwegian Police Commissioner Olof Dahl comes calling at Castle Gyllencreutz and begs the assistance of the Society, it is a welcome distraction.
A serious man with dark circles under his eyes from lack of sleep, Olof is tall and skinny. It must have taken him over a week to travel this far but there’s desperation in his eyes. “Due to the delicate nature of this matter, I needed to speak to you in person,” he begins. “Despite several attempts, the island of Værøya and its port Sørland are no longer responding to our communication attempts. We’ve sent several rescue missions. What’s worse, a corpse was found of a young man – frozen to death – that belonged to the initial rescue mission. I have been tasked to find the best people to get to the bottom of this. You will be generously rewarded. But I will need your answer soon. Time is not on our side.” After talking more with Olof, the player characters will find that he is not comfortable talking about vaesen or other mysterious beings, but he’s pragmatic and that’s why he approached them. He also makes it clear that this is highly confidential and the public must not know. The economy is too fragile, no rumors of missing ships or problems outside the coast of Norway can come out. Olof leaves almost immediately after talking with the player characters and will meet them again in the Norwegian coastal town of Bergen.
Preparations
The player characters can acquire an Advantage before leaving Upsala or in Bergen. In Upsala, the characters can discover that where they are going is extremely cold this time of year and buying weather appropriate clothing is necessary. Clothing can be bought in Norway too, but it would be more expensive. Værøya, the island they are sailing to, is above the Arctic circle and the sun won’t rise. This is known as the polar night.
Additionally, they may find a diary by a British author named Andrew Lang in the Occult Library (if they have that Upgrade at Castle Gyllencreutz, see page 92 of the Vaesen core rulebook, otherwise the player characters may buy the book) with various articles on fairy tales and sagas from northern Scandinavia. The book would take a while to read but would be helpful to bring with them on their journey, as they won’t have access to other libraries later.
Bergen
It is a cold November morning when a small ship leaves the harbor of Stockholm and sets sail for the coastal town of Bergen, Norway. The journey takes a week and is uneventful. Initially a Viking settlement, the city of Bergen used to be the capital of Norway and is an important trading port for the entire region. During this time, it’s the second largest city in Norway. Bergen is known as “the city between the seven mountains” and is one of the most beautiful cities in the world, surrounded by mountains and fjords.
The player characters arrive in the afternoon. Rain is pouring down with gusts of harsh wind blowing in from the Atlantic Ocean. A massive ship, modern for its time, is docked at the harbor next to the player characters’ ship, and its crew members are going back and forth carrying large crates. A stagecoach takes the player characters to a hotel in the middle of Bergen, where they are greeted by Olof Dahl. He spends very little time on pleasantries and leads the group to a private dining room, where they are fed.
“I understand that you must be tired from your journey but we are already behind schedule.” Olof says. “The days are growing shorter and shorter, and I fear you won’t have any sunlight left by the time you reach Værøya. But it cannot be helped. These are dark, terrible times. Might as well get used to it.” The commissioner takes a sip from his drink. “I need you to go up there, find out what happened, and bring any survivors to safety. Most importantly, and I can’t stress this enough, make sure that the public does not find out if you witness any… irregularities. I don’t need to know what you see, I just need it to be gone.”
Eventually, the door opens and a tall man walks in, built like a barrel, water dripping down from his long dark coat. He wears a captain’s hat and a blue turtleneck sweater. A cigarette butt is resting at the corner of his mouth, completely drenched. “Ah, Captain Harrock. Meet the rest of your crew.” announces Olof.
The captain is a boisterous man, accustomed to commanding others. He wastes no time dealing with the player characters. “We’ll set sail in one hour. The sea’s been treacherous lately and I want no surprises if I can avoid it. My men are nearly finished with the load in. Provisions for three months, you said?” Harrock looks at Olof. “We’ll become best friends or worst enemies by the end of it.” The captain smiles widely and pours himself a drink before heading out.
Olof Dahl
A tall, lanky man with a prominent nose and dark circles underneath his green eyes. He has a thick mustache and wears a police uniform. While pragmatic and competent, he knows that he’s out of his depth when dealing with vaesen and other mysterious events.
Olof assures the player characters that the large amount of provisions is just a precaution in case they get stuck throughout the entire winter. A successful OBSERVATION will reveal that he is quite anxious, and chances are quite likely that you’ll get stuck up there. Or worse, you won’t return at all.
The player characters have time to buy one item each in Bergen before they need to get on the ship. Olof watches them stoically as they board. “Good luck. And stay warm.” the Police Commissioner says.
On the Ship
The ship, named Miss Paulina, is an impressive sight with a fortified hull designed to break through ice and withstand the harshest of conditions. Around 15 people are manning the ship plus the player characters and Captain Harrock. The player characters have their own cabins and the journey is quite comfortable, especially as the wind is favorable and the weather remains clear. During the first couple of days, the ship follows the gorgeous coastline of Norway. The further north they travel, the darker it gets and on the fifth day, the sun no longer rises above the horizon.
“Until spring, then…” Captain Harrock says, as he watches the eerie orange sky of the polar night and the last streaks from the fading sun. He takes a swig from his bottle and offers it to the player characters. Should they choose to accept, have them roll Physique. Failure means they’ll take one physical condition from whatever terrible Scandinavian concoction the captain is drinking.
The player characters can spend their time reading, talking to the NPCs or otherwise preparing themselves for whatever is waiting for them on Værøya. If they brought a copy of Andrew Lang’s diary with them, a successful LEARNING roll when reading it will reveal that the northern part of Norway is the home of giants. They will know that giants hate Christianity and other religious symbols, and some can be extremely violent against humans.
Every night, the crew share stories of their adventures from lands far far away. The sailors are superstitious and most believe in the existence of vaesen. Captain Harrock mostly tells everyone extremely inappropriate jokes and stories of women he’s encountered, jokingly assuming they are all vaesen considering the state they always leave him in. If the player characters ask specifically about what might have happened at Værøya, the ship’s medic, Dorotea Lukkonen, will speak up.
“The previous crew, they froze to death, no?” she says. “I believe it’s one of those mermaids. I once heard of a whole ship, larger than this, being lured into the lair of one of them ladies. Cold and ruthless, she dragged the men down and they all froze to death for daring to look into her eyes.” Her words have a chilling effect on the entire crew. No one says anything until, “It could also be the Kraken?” a young man pipes up. And it’s as if a spell has been broken. Everyone starts roaring with laughter and the young man turns red.
“A Kraken, he says!” Captain Harrock wheezes. “The boy’s barely got any hair on his balls and he is already full of nonsense.” The mood significantly improves at the expense of the young man and stays that way for the rest of the evening.
Arrival
The player characters awaken on the seventh day of the trip noticing that something is wrong. The ship is not moving. When they get outside, they notice that they are surrounded by ice. In the orange and blueish darkened morning light from the absent dawn, they can clearly see the mountainous Værøya and the small village of Sørland, not very far away. Miss Paulina, though, is stuck. “I wish I could have taken you further but it came from nowhere, this damned ice.” Captain Harrock mutters. “We’re about one kilometer from shore.”
The player characters can use skis to quickly get to Sørland’s harbor, crossing the thick ice. Captain Harrock will stay with his crew on the ship. If the group believes they need reinforcement, they can choose one or two additional NPCs to join them unless the party is already full.
As they approach the village of Sørland, the first thing they notice is the stillness. Nothing is moving. It’s as if everything is completely frozen and has been for years, creating a sense that there is a complete absence of life beneath the wintery landscape.
Built as an ordinary fishing village with boat houses and small wooden cottages lining the shoreline, there’s a main street that leads towards a huge building further up the hill. The building looks like it’s carved from the mountain itself and its structure is similar to a Viking longhouse. A successful LEARNING will reveal that this is an ancient temple, dating back as far as the early Bronze Age.
A chilling gust of wind brushes by, whisking some of the snow away from the rooftops and the air is now full of ice particles that drift slowly to the ground. As they leave the docks and enter the main street of Sørland, the group will get the distinct feeling that they are being watched. With a successful VIGILANCE check, the player characters can briefly get the sense that someone is looking at them through the window of the nearest boathouse, but when they turn to look, there’s nothing there.
Countdown and Catastrophe
This countdown is meant to help you push the story forward and set up the final confrontation with The Lady of the Cold.
1. At some point after gathering some clues, perhaps
after they’ve investigated the cabins near the water,
have the player characters roll for VIGILANCE. If successful, they will notice fresh footsteps in the snow.
The footsteps belong to a group of humans and
lead towards the town square. As the player characters continue to investigate, five men emerge
from one of the alleys and attack with wooden
oars. Combat ensues. The men attacking are part
of the original rescue team and are desperate and
terrified. They can be calmed by INSPIRATION or
MANIPULATION and give up if one of them is Broken.
Upon finding out the player characters are there to
help them, they lead them to the abandoned inn
where they’ve been sheltering since they arrived
several months ago (page 51). 2. When the player characters are at the inn, there’s
a sudden knock on the door. After a few tense
moments, the familiar voice of Captain Harrock
can be heard. “Let me in! We’re in trouble!” he shouts
angrily and starts to swear about the cold. Captain Harrock tells the player characters about a
sudden drop in temperature and that something
large is moving out there. “I thought it was a ship but
that didn’t make any sense… it’s all frozen. It’s so dark that I
can barely see my left hand. Anyway, my men are setting up
camp near the docks. You’re welcome to stay with us but it’s
a lot warmer in here… although there seems to be something
wrong with the fire?” That’s when everyone notices
that the flames in the fireplace have suddenly
turned small and blue, barely radiating any heat.
Everyone can see the steam of their breath, as
the temperature rapidly falls. Suddenly, a loud
peal of thunder sounds in the distance, then
another…and another… drawing closer each
time. “She’s here…” someone whispers. A successful
VIGILANCE roll will inform the players that this is
not the sound of thunder but of the footsteps of something massive. Then, they hear an ancient, melancholy song that settles on their heart and sends a chill up their spine. Mesmerized by the ethereal song, everyone’s completely still as the Lady of the Cold approaches. Unless the player characters do something to attract her attention, she won’t notice them and will disappear up the hill. With a risky STEALTH roll, they can peek out the door and see her for themselves. However, should they fail, they will accidentally make a small sound and the Lady stops and attacks. 3. Everyone who was still outside when the Lady
came up from the sea is completely frozen, presumably dead. Their bodies are scattered around
the docks, some of them looking like they were
trying to crawl away, their faces stuck in twisted
grimaces of soundless screams. Captain Harrock
is furious when seeing the chilling death of his
men (they are not actually dead, see Confrontation) and insists on trying to kill the Lady of
the Cold. He argues that it falls in line with the
original mission, to remove the threat behind
this whole situation. With or without the help
of the players, the captain will make his way up
to the temple and try to slay the Lady.
Catastrophe
Should the player characters fail to confront the Lady of the Cold, everyone on the island will die and the island of Værøya will forever be subject to strange weather patterns that will make new settlement impossible. The whole region will be avoided by future sailors as it will be considered to be under a mysterious curse. “Something evil in those waters would drag us down to the dark depths of the world.”
Locations (3)
Maps (3)
Boathouses and Cabins
Built to withstand the salty and humid winds of the Atlantic Ocean, the houses are painted brown and made from the wood of fir trees. Several of them have decorative patterns carved into the eaves, resembling snow crystals and flakes. Most of the cabins and boat houses are abandoned and locked up, but can be easily lock-picked or opened with brute force.
Clues
- All houses have more of the strange, decorative symbols inside. A successful LEARNING will inform the player characters that these are religious symbols. There are runes written in Old Norse which translate to “The Cold We Celebrate.”
- Food scraps and dishes are left on the tables in many of the houses, as if whoever lived there had left in a hurry.
- Let the player characters roll VIGILANCE in one dark cabin. If successful, they will hear whimpers and shushing. Following the sound, they will start to hear a weak female voice singing a lullaby. In the corner, they will find a young mother and her infant. Both of them have hollowed eyes as if they’ve starved for weeks. “Please don’t tell anyone that we’re here.” the mother pleads. “Please. We did everything we thought was right, everything to please her… but she punished us all. And now they are all gone. Please, I am so hungry.” After talking to the woman, the player characters notice that the woman is repeating the same sentence over and over and the way she and her baby moves seems strangely repetitive. On a successful VIGILANCE roll, one of the player characters notices that there’s a creak in the floorboard and looking down, they’ll notice there’s a hidden hatch. The woman continues to sing for her child, no longer paying any attention to the player characters. Underneath the hatch lies the remains of a woman and a small child. Based on their decay, they must have been there for several months. The ghost of the woman is suddenly standing next to the player characters, looking at her own corpse. “Rest now, my love,” she whispers to her child as she slowly starts to fade away. “We don’t have to be hungry any longer.”
The Inn
What was once a cozy, welcoming inn is now in shambles. All the windows have been boarded up. Broken furniture lines the walls. There’s a rotten stench of unwashed bodies. There’s a fireplace with embers, radiating some heat.
Five survivors from the naval corvette Freja have taken shelter here. They are hungry, desperate, and terrified. The player characters notice a pile of something that looks like human limbs.
“We’ve been starving.” one of the men says, defeat and desperation in his voice. All five of them are looking down. “We didn’t know if anyone would come for us. This was the only way.” He points towards the pile. “Only the ones who were already dead. Who she had already killed. We were desperate…” He starts to sob and sits down.
Clues
- The survivors tell the player characters that there’s a monster that’s killed most of their crew, and the only reason they’ve been able to survive is because they’ve been hiding in here. The monster arrives every night and leaves every morning. “It’s the Devil… it calls for us with that terrible song.” Some of the men break down again, holding their ears as if to block out any more sound.
- After a few weeks of being stranded, they were suddenly attacked by a group of what they presumed to be villagers. “They were calling us intruders and said that we must die. We managed to capture one of them. He’s mostly rambling, we can’t make sense of it. He’s in there…” They point to one of the side rooms.
- The villager is an old man with a white beard. Similar to everyone else, he looks like he hasn’t had a meal for weeks. A toothless smile plays on his lips and his eyes are glazed over with madness. “She’s a god. The Lady of the Cold. Without her, everything breaks, you see.” His smile broadens. “The boy was not pure of heart. We did the ritual, as we always do, but the boy was not pure. That is the only explanation. She can see through that, oh yes, she can.” He starts laughing maniacally and an OBSERVATION roll will tell the player characters that he has given them everything he knows.
- After the Lady of the Cold has appeared (see Countdown), the player characters can roll a LEARNING. With the clues they’ve gathered, they would be able to guess that this is a powerful giant. All giants are sensitive to Christian symbols (crosses, holy water) and can be killed like humans.
The Temple
The temple is built like a Viking longhouse and connects to the mountain behind it. Due to the frozen landscape, it’s almost impossible to tell where the temple ends and the mountain begins. The temple contains one large main room, the Great Hall. At its center is a huge throne that would fit ten full-grown men. Runes and wood-carvings decorate the walls, depicting various versions of a tall being and her worshipers.
If the player characters investigate the temple after the Lady of the Cold arrives, they will find her sleeping on the throne, causing the earth to tremble with her loud snores. They need to make STEALTH rolls to investigate the temple without waking her.
Clues
- The drawings on the wall all depict the same thing and a successful LEARNING will confirm that this being is related to the seasons. One image shows clearly how she brings with her the cold and leaves a warm, lush landscape behind when spring arrives. Based on the drawings, the Lady of the Cold and her worshipers seem to live in a relatively peaceful symbiosis and experts on vaesen know that this is quite common. Vaesen and humans have been able to co-exist since the beginning of time.
- Further into the Great Hall, there are over fifty people scattered all over the room, completely frozen. These are the villagers. Their faces depict their final moments of terror. No one expected the Lady of the Cold to do this to them.
- Right in front of the throne is the frozen shape of a kneeling young woman, covered in a dark liquid and she’s holding on to something. Upon further investigation, the player characters will realize she’s covered in blood and in her arms is the dismembered torso of a young man. His head and legs can be found a few meters away.
Cast
Captain Harrock p.45
Nearly two meters tall, Captain Harrock is an impressive sight. He claims to have seen all the seven seas and is not afraid to tell anyone about it who might listen. A fair captain, he cares deeply about his crew while still expecting them all to do their best when under his command. Built like a big brown bear, he wears his black beard trimmed and never leaves without his captain’s hat.
Dorotea Lukkonen, Medic p.48
“Never encountered a patient I couldn’t help, outside the ones that died of course.”
Lieutenant Harald Liden, Soldier p.48
“I simply cannot trust a man who does not know how to wield a sword.”
Marcus Von Sydow, Pastor p.48
“If there is no God, at least I still have my pottery. My only joy before I start to rot in the endless darkness of nothingness.”
Survivor p.51
Handouts (4)
Handouts print at the back of VAE LMS covering all of its mysteries — click to reveal one to the players.
Confrontation
p.52The Lady of the Cold is powerful, cruel and can not easily be reasoned with because she feels betrayed by the islanders. The player characters can try to reason with her or make a deal with her. As always, great ideas should always be rewarded.
There is a significant risk that combat erupts. Let the players roll for LEARNING to realize that the Lady of the Cold is sensitive to fire and Christian symbols, if they don’t realize this on their own.
If the Lady of the Cold is Broken, she falls backwards, letting out a shriek of pain and anger. As she hits the ground, her body shatters like stone. The impact of her fall creates a shockwave over the entire island. If the player characters search the body, they will find an uncut emerald green gemstone where her heart should have been. Making a successful LEARNING roll, they will immediately recognize the stone as the same type that Franzibald Hansen was studying.
If the Lady of the Cold is defeated, her curse is broken and everyone who was frozen comes back to life. At first there’s silence outside, followed by a couple of whimpers of shock and disbelief as the villagers get readjusted to the new reality. Eventually, excitement and joy fills the room when it dawns on the villagers that they’ve been given a second chance at life. Everyone starts celebrating, except for the girl in the front who’s cradling the severed body of the boy she loved.
Aftermath
p.53After a couple of days with warmer temperatures, the people of Sørland are able to slowly find their footing again and clean up the mess their deity caused. Funerals are being held for the people they’ve lost. Repairs are made to the dock and the inn. Captain Harrock with his crew brings over the food from his ship and several impromptu celebrations ensue, as everyone’s very grateful to the player characters and their help.
After a few days, it’s time to leave. They player characters have managed to solve the mystery while saving the island and will be satisfactorily rewarded upon returning to the mainland. Besides, the villagers seem to have completely abandoned the idea of the Lady of the Cold.
As they board the Miss Paulina and say their goodbyes, all the villagers have gathered around the dock. Dressed in black, they all watch the departure with a curious expression. The player characters will be able to see the villagers right up until they disappear over the horizon, just standing there. Observing them. Odd, one might say. But probably best not to dwell on it too much.



