Saturday, 27 April 2024

Mountain of Madness

Ten years ago, the Abisko Mine was forcibly shut down following an explosion which killed many of the mine workers. Located in the far north of Sweden above the village of Abisko, all that remained of the mine was a crater. There were few if any survivors and no investigation, the cause of the disaster becoming first the subject of conjecture, and then rumour, as the incident was forgotten about. Recently, the mine and its surrounding area was bought by the Svea Mining Corp, owned by Karl Magnusson and his wife Sigrid. They have attracted the interest of scientists, the attention of the military, and the money of investors with rumours of the discovery of a new type of gemstone that could change the fate of Sweden and the course of the world, speeding up the pace of industrialisation which is already sweeping the country. Yet there are those who have not forgotten the explosion that closed down the original Abisko Mine, and worse, they believe that the gemstone is not something that should be exploited, but instead studied and kept careful control of, lest it fall into the wrong hands. One of these is Franzibald Hansen, Danish author and expert on Norse mythology. Although wealthy and knowledgeable, he lacks the means to investigate himself, let alone deal with the problem as he sees it beyond being a lone voice. Thus, he turns to one of his old contacts and through her, the Society, the body of scholars and adventurers based in Castle Gyllencreutz in Upsala, whose gift of second sight enabled them to see the Vaesen, the supernatural creatures who have for centuries lived alongside the folk of Scandinavia. With their help, Franzibald Hansen is sure that he can prevent the Magnussons from bringing their plan to fruition and the gemstones from falling into the wrong hands.

This is the set-up for The Lost Mountain Saga, the first campaign for use with Vaesen – Nordic Horror Roleplaying, the Roleplaying Game of investigative folklore horror set in nineteenth century Scandinavia published by Free League Publishing. As well as being the first campaign for Vaesen, what is also notable about The Lost Mountain Saga is that it is based on a podcast of the same name that the author has adapted for use with Vaesen. This continues the phenomenon of roleplaying podcast adaptations previously seen with Critical Role and Tal’Dorei Campaign Setting Reborn from Darrington Press and Old Gods of Appalachia from Monte Cook Games. In the case of The Lost Mountain Saga, the result  is a relatively short campaign, consisting of five parts that take place over the course of a year, from September to August. The only requirement for it is the core rules and the fact that the Player Characters are members of the society and have conducted a handful of investigations, and thus be able to improve the facilities at Castle Gyllencreutz. Optional are other scenarios for Vaesen. There are gaps of several months between the third and fourth parts and between the fourth and fifth parts where the Game Master could run another scenario or two. That said, if the Game Master decides not to run other scenarios between the five parts of The Lost Mountain Saga, then the campaign can be played through quite quickly at a rate of two or three sessions per scenario—at the very most.

All five chapters of the campaign follow the same structure as other scenarios for Vaesen. The ‘Background’ and ‘Conflicts’ explains the situation for each scenario, whilst the ‘Invitation’ tells the Game Master how to get the Player Characters involved. In The Lost Mountain Saga, this includes letters, invitations, and the personal request of Franzibald Hansen, which will lead to the town or village where the mystery is taking place, the getting there detailed in the ‘Journey’, typically a mix of railway and coach journeys. It should be noted that every mystery has a moment or two when the Player Characters can prepare and goes into some detail about the journey. There is an opportunity for roleplaying here, perhaps resulting in longer travel scenes than the core rulebook necessarily recommends. The ‘Countdown and Catastrophe’ presents the Game Master with one or two sets of events which take place as the Player Characters’ investigation proceeds, sometimes triggered by the Player Characters, sometimes triggered by the NPCs, whilst ‘Locations’ cover NPCs, Challenges, and Clues, all leading to a ‘Confrontation’ and its eventual ‘Aftermath’. The mysteries are well organised, a mix of the sandbox and events which the Game Master will need to carefully orchestrate around the actions of her Player Characters. Only the most pertinent of the locations in each town or village is described and the Game Master is advised to create others as needed, though she will very likely need a ready list of Swedish names to hand for whenever the Player Characters run into an NPC or two. That said, the campaign is fairly linear and self-contained, meaning that relatively little preparation is required outside of the campaign itself and it can serve as an introductory or starter campaign the first time Game Master could run after she has run a few scenarios.

The campaign opens with ‘Duty and Despair’,  with news of the reopening of the Great Copper Mountain mine of Falun. This brings the portly bon viveur, Franzibald Hansen, to Castle Gyllencreutz. He has received a letter from the local priest about an outbreak of witchcraft and requests their help in investigating it. Almost everyone in the town seems charmed by the exceptionally stern Reverend Bruselius, who quickly settles on the culprit and prepares to hold a trial. Is she guilty, or is there someone else responsible and can the Player Characters identify them in time? However, in discovering this, the Player Characters will encounter another vaesan, one which will already have taken its first victim—Franzibald Hansen! It seems that he had an interest in Falun more than the outbreak of witchcraft, but quite will be revealed in the next few chapters.

‘The Beginning of the Fall’ shifts the mystery back to Upsala where the university is hosting an exclusive ball which will be attended by members of the nobility, the military, and the science community. This is because Karl and Sigrid Magnusson are going to announce the nature of the gemstones their operation has unearthed at the Abisko Mine. At the same time, there are reports of overcrowding at the city’s asylum, including a journalist who wrote an article critical of the Svea Mining Corp. Is this a coincidence? The ball is a chance for the Player Characters to mix with members of high society—military, noble, and scientific—so the Game Master may want to have some NPCs ready here, as well as a chance to get a good look at the strange gemstones. In addition, some of Franzibald Hansen’s secrets will be revealed!

The middle part of The Lost Mountain Saga is ‘Where the Sun Dies’, and it sends the Player Characters off in an entirely different direction—Norway! Norwegian Police Commissioner Olof Dahl comes to the Castle Gyllencreutz asking for their help. Contact has been lost with the island of Værøya above the arctic circle as it appears have suffered a radical fall in temperature weeks before it is normally due and to date, none of the rescue missions have returned. Having travelled to Bergen, the Player Characters set sail aboard an icebreaker commanded by one Captain Harrock—“Billions of bilious blue blistering barnacles!!”—and so investigate the island. From having to ski across the ace to reach Værøya to confronting the frosty foe responsible, this is an entertaining scenario that is quite creepy and unsettling in places.

‘The Prince and the Witch’ returns the action to Upsala and to the great Valborg bonfire next to the Royal Mounds of Upsala for the ancient spring festival. There a young woman asks for the Society’s help. She is a member of the Vanadisir, an organisation whose members claim to be the descendants of the Norse goddess Freja, and she wants help in rescuing her leader from an evil man in this forest. It turns out that ‘he’ is not a prince, but a snake, and not the only one in this linear encounter which draws the Player Characters back into the past. The confrontation is particularly nicely handled here.

The campaign comes to a close with ‘The Lost Mountain Saga’. A plea from an unexpected quarter sends the Player Characters back to where the campaign begins to reveal the secrets of the Abisko Mine and the true dangers that it represents to all of Sweden. The scenario literally ticks down to the climax in a race to prevent the Svea Mining Corp’s plans coming to fruition and a final confrontation.
Physically, The Lost Mountain Saga is everything that you would expect a book for Vaesen – Nordic Horror Roleplaying to be. It is well written and presented, but the artwork and the cartography are both excellent, evoking a mixture of nineteenth century charm and folkloric horror. The book itself is actually a lovely artefact in its own right.

The Lost Mountain Saga is a short campaign as well as being an uncomplicated campaign. This and its year-long, but handful of chapters, structure give it space and a flexibility into which the Game Master can add or develop her own content. This may well be necessary to offset its quite linear nature and the fact that the campaign veers away from its storyline in its middle chapters. If the campaign is instead played through at pace, this may not be an issue though. Overall, The Lost Mountain Saga is a good starter campaign for Vaesen – Nordic Horror Roleplaying, suitable for the Game Master looking for a first campaign and the veteran Game Master looking for something lighter.

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