Tuesday, May 5, 2026

Codex Qliphothica Launches Tomorrow

 Tomorrow, Codex Qliphothica: Demons of the Other Side launches its crowdfunding campaign for Old-School Essentials.

Codex Qliphothica

Codex Qliphothica is my new book on demonology and planar horror for Old-School Essentials. In it, you'll encounter the Qliphoth, beings that are almost like demons, almost like undead, and almost like other-planar horrors, but none of these. They are the garbage of creation. The empty husks that were left behind after the first divine powers attempted to discard their imperfections and transcend beyond them.

Those imperfections never died.

They gathered beneath creation, becoming hunger, rage, greed, despair, hubris, and ruin, devoid of a divine soul to restrain them. They became the Qliphoth.

Codex Qliphothica deals with Sitra Achra, the Other Side, a nightmare realm made up of oceans of ash, dead forests, shattered moons, broken heavens, and impossible realities. Not Hell, not Abyss, and certainly not a plane of punishment or temptation. It is where creation abandoned what it no longer needed or wanted.

But the discarded things have come back looking for an entrance.

Codex Qliphothica is created for Old-School Essentials, but even if your system of choice isn't, it could still make for some dark, unsettling fun at the table. Codex Qliphothica includes new Qliphothic horrors, corrupt creatures, cults of the Hollow Shell, planar hazards, spells, artifacts, and even forbidden classes: Occult Scholar, Demonologist, and Exorcist.

This book is about the monsters that dwell on the far side of ordered reality. About the horrors the gods themselves cannot control. About the scar beneath creation. 

My aim with Codex Qliphothica is to provide Game Masters with something that is ready to use at the table immediately. Something that offers not only lore and background but also monsters eager to bite adventurers, planes they dare enter and wish they hadn't, weird occult rituals, cults, encounters, hazards, and consequences.

The Qliphoth are very rare. They should feel few and far between. Whenever one shows its face, the world itself should feel different. The light seems off. Sounds disappear into nothingness. Sanctified spaces should quake with holy displeasure. Nightmares should infect waking thoughts. These aren't just monsters. These are the signs that an Other Side creature has found its way to our realm.

The pre-launch page is online. The entire OSE Demon Month crowdfunding campaign begins tomorrow.

https://www.backerkit.com/call_to_action/1e652f79-0c20-487c-a524-d5566025fbb3/landing

If this sounds like a gamebook you'd like at your own table, then please share the link, help me reach even more people interested in Old-School Horror, and follow the project.

The Other Side awaits tomorrow.

Tales from Jackson, IL: Bring on the Dancing Horses

It is just before Christmas break in Jackson, but the supernatural does not rest. The Jackson Public School Football team is headed to the playoffs. Star players and the team co-Captains (despite only being Juniors), Andy Thompson and Valentino "Val" Moreno, promise to take the team all the way to state. But a freak snow storm, and even freakier hoof prints spell more than trouble; they are an old curse coming home.

I have been waiting for a good adventure to feature my "it" couple, Andy and Rowan. I have talked a little bit about them already, and they have been in the background. Andy Thompson is the son of the "first family" of Jackson. His father owns the local stables and horse track, where horse racing is held every weekend over the summer. Andy's father worked to bring betting to the track and turned his already rich family even richer. Rowan is the sweet horse girl who was all awkward knees and elbows and braces in Junior High and came back gorgeous in High School. 

Yes. I am embracing every cliché I can. But only the ones that serve the game.

Andy and Rowan are important to me and to these adventures. And I wanted to introduce them the right way.

Rowan and Andy, the "It couple" of Jackson Public Highschool


Andy and Rowan

Larina: "Who are those two?"
Faye: "Oh. Andy and Rowan. They were born dating."
Stephanie: "I hear Hallmark follows them around for ideas."
Faye: "They came out of their mother's wombs and were holding hands when they left the hospital."
Stephanie: "Yeah, I have seen the pictures."

Andy and Rowan began as The Couple. You know, they were always together, never apart, only had eyes for each other. If this were a John Cougar song, they would be "Jack and Diane." But for me, I wanted a couple that had staying power, ones you could actually see growing old together. Why? Because with all the crazy shit going on in the game, I wanted them to be true. Trouble is, Rowan is a Spirit Rider, and Andy...well, Andy changed on me, and he became a better version of himself. 

Rowan and Andy (and Tempest)
Rowan and Andy (and Tempest). Aren't they adorable?

Rowan McGowan

"Some people learn magic. Some people are chosen by it. And a very few… belong to a place so completely that the place answers back. We call those people 'guardians' or 'protectors.' The old name is 'maor fearainna,' but folks also call them Spirit Rider."

- Malcolm "Mac" McGowan

Rowan in my games is many things. Witch. Protector. Guardian. Witch Knight. And I have worked her up in many different ways: 

Here in Jackson, she is not quite all of that. At least not yet. Here, she is just a sweet "horse girl" who loves her grandpa Mac, doesn't remember her mom or dad (who both died when she was a baby), loves her horse "Tempest" (even if he hates everyone else but her), loves getting up before dawn to feed the horses, but most of all, she loves Anderson Thompson. 

She has no idea that she is secretly Jackson, IL's Spirit Rider, and it is because of her love for everything that she has unconsciously built a supernatural wall to keep everything else out. Until the night of the Bell. Now the Hollow King is doing everything he can to erode her will so he can finally break through to Jackson and feed. Even if she knows what is happening, she doesn't yet know how to fight it. So she is not the protector right now; she is the one who needs protecting. She needs the PCs' help. That is, until she accepts her power.

Which is saying something, because she is up before sunrise to get all her work done so she can enjoy her coffee in peace before school. The PCs have their work cut out for them.

Rowan Abigail McGowan at her favorite time of day.
Rowan Abigail McGowan
1st level Spirit Rider, Human

Background: Farm Kid

Base Abilities

Strength: 14 (+1)
Agility: 13 (+1) 
Toughness: 14 (+1) n
Intelligence: 13 (+1) 
Wits: 16 (+2) V
Persona: 15 (+4) n

Vit: 5 (1d4)
DV: 9
Fate Points: 1d6

Check Bonus (A/N/D): +2/+1/+0
Attack bonus (base): +0
Melee bonus: +0  Ranged bonus: +0

Languages: English, Spanish  
Skills: Horse Riding, Animal Handling (Farm kid)

Saves: +1 to Wits and Persona-based saves, +1 to Tougness-based (Farm Kid)

Spirit Rider Abilities
Innate Magic, Arcana, Arcane Powers, Commune with Spirit of the Land, Power Limitation (100 miles) Magic Battery

Innate Magic & Arcane Powers
Innate: Speak with Animals
Arcane: Precognition, Empathy

Hair: Red
Eyes: Green
Height: 5'5"

Archetype: The "Horse Girl" / The Protector
Quote: "I trust horses more than most people."
Quirks: Dresses for comfort and work. Drinks coffee so strong that even Faye is impressed.
Theme song: "Wildfire" - Michael Martin Murphey. She is a country girl at heart. 

Her "Farm Kid" background gives her an "Animal Handling" skill and +1 on Toughness-based saves. All that clean living I guess. Technically, she doesn't live on a farm; she lives on a small ranch near stables, which are still within the city limits. But like I said, that is a technicality. Rowan is a farm girl deep in her bones. 

One thing I have decided about this NPC. She never swears. She will say "shoot" and "gosh darn it." Or maybe when she is really, really mad, she will let a "Hell" escape her lips. But never anything worse. She isn't religious, and this has nothing to do with blasphemy or anything like that. She had been taught that a "lady doesn't use those words." Rowan gets up before dawn so she can feed and water the horses, muck out the stalls, lift bales of hay that weigh 100lbs, and do all of this before her classmates even wake up. She doesn't think of herself as a "lady." She just thinks those words are impolite.

Trust me. That is the hardest part about playing her!

Anderson "Andy" Thompson

I had different plans for Andy. But while sitting there working on his backstory for the game, I discovered a few things. Andy and Valentino have been best friends since they were 4 years old, when Val brought a Nerf football to preschool. That image of these two little guys running up and down the playground with that blue-and-orange foam-rubber football was so vivid that all my original plans for Andy were scrapped. 

See, originally Andy was the son of Arawn, the God of Death (and played in my mind by Giancarlo Esposito, because the man was born to play the God of Death!). Rowan was supposed to die in the car crash that killed her parents, and Arawn had been looking for her, but she was protected by her grandfather Mac, a Witch Knight/Spirit Rider. Andy was supposed to collect her soul, but fell in love instead.

I kept the only parts that mattered. Malcolm "Mac" McGowan stayed a witch knight, her parents were still dead, and Andy and Rowan were still in love. And that little kid playing football and pretending to be in the Chicago Bears with the other little kid became his brother in all but blood. I mean, I just couldn't see either of those little guys as evil. 

So now Andy 2.0 is still the star football player, but now he is also just this really nice guy. I wanted to at least avoid the 80s stereotype that the football player meant "dumb jerk." 

Andy moves through the school with ease. He knows everyone's name; an artifact from his "Son of the God of Death" origin, now just because he pays attention (Sage's Lore ability). He asks them about their family, and if they have a game, science fair, band competition, or anything like that, he is the first and loudest to wish the best of luck. He will high-five the baseball team while still giving them grief about their last game, and then he will fist-bump the debate team on their way to state. He is just a good kid. 

During halftime of the football games, he runs out onto the field to join the marching band on trumpet. Coach Zimmerman always complains that his captain is out "being a cheerleader," but he knows nothing gets the crowd going more, and a loud crowd works wonders on the players. And the Coach actually thinks it's kind of fun. Andy will be the first to admit he's not the best trumpet player, but everyone loves seeing him out there to enegize the crowd.

Yeah, his dad can still be a jerk, but he is no longer the God of Death. They are still super rich and owns the stables and track. And most of the buildings are on the growing west end of town.

It was working one summer on the track (his dad called it character building) when Andy first really saw Rowan. The awkward, somewhat geeky "horse girl" was out riding, and Andy's heart stopped. He saw past all his teen nonsense to the woman she would become underneath all braids, braces, acne, and too-thick glasses. Rowan did not trust, or even like, Andy at first, but he spent the summer proving himself to her and to her Grandfather. They began "dating" their freshman year, and no one got it. When they came back their sophomore year, Rowan had grown into herself and was gorgeous. 

When the others finally saw her, Andy just asked, "What took you all so long?"

I also wanted a super stable couple. Because why not? 

The next problem became Andy's class. As the son of the God of the Dead, I had some flexibility. But now he is just a regular human kid. He is well-liked, offers an encouraging word to everyone, and is the model student-athlete. 

What he is is a Bard. Not the horny kind (well...), but he does play a horn. He really is the "face" character, the one who talks to the adults and convinces them that 10-ft tall monster was really just part of an elaborate prank they are playing on the St. Michaels Catholic High School on the East side of town. Of course, they believe him. He is a Thompson after all. 

Sages can cover Bards well and even get some skills to help round him out. I do want to make his Aspect (or Primary) stat to be Persona rather than Intelligence.

Andy Thompson playing to the crowd
Anderson "Andy" Thompson
2nd level Bard (Sage), Human

Background: Jock

Base Abilities

Strength: 16 (+2)
Agility: 17 (+2) n
Toughness: 16 (+2) 
Intelligence: 14 (+1) n
Wits: 15 (+1) 
Persona: 18 (+3) A

Vit: 8 (1d6)
DV: 9
Fate Points: 1d6

Check Bonus (A/N/D): +2/+1/+0
Attack bonus (base): +0
Melee bonus: +0  Ranged bonus: +1

Languages: English, Spanish, French  
Skills: Read Music, Play instruments (trumpet, trombone, saxophone)

Saves: +3 to spells and magic-based saves, +1 to Strength and Toughness-based (Jock)

Sage Abilities
Survivor Skills, Mesmerize ("Fast Talk"), Lore, Languages, Spells

Survivor Skills
Open Locks: 15%
Bypass Traps: 10%
Sleight of Hand: 20%
Move Silently: 20%
Hide in Shadows: 10%

Spells
First-level: Bless ("Rally")

Hair: Black
Eyes: Brown
Height: 5'11"

Archetype: The Popular Kid
Quote: "I’m just saying, maybe let’s not make the worst possible decision first." or "Ok! Let's Go! We can do this!" (in about every situation.)
Quirks: Remembers everyone's name and something about them. Wants to be liked for being a good person, not for his family's money.
Theme song: "Boys of Summer" - Don Henley. But during the "Season Finale" against the Hollow King, Andy will be belting out "The Final Countdown" on his trumpet.

The thing to remember about Andy is that he is a good kid deep down. He is the guy cheering you on, telling you that you can do it because he believes you can. And you end up believing him as well. 

Neither characters are powerhouses. They have low Vitality (hit points) and not a lot in the way of powers. In fact, they don't think what they do is magic at all. Andy's "Bless" spell is just his natural enthusiasm for everything. People *do* better with around because they think he is in their corner. And they are right.  Rowan calls her empathy and precognition "just good old 'horse sense'." She calls her ability to speak to animals just knowing how to listen. They are the least pretentious non-player characters in the entire game.

I have an adventure that features them coming up. A headless horseman tied to Rowan's past, but we did not get to it this past weekend, so all I did was introduce them. 

Spoilers

Rowan and Andy get married right out of high school. His father is mad and threatens to disown him, but his grandmother intervenes. Instead of U of I, he goes to Illinois Beecher College in town, plays on the football team, and gets his degree in Education to return to JPHS to teach and coach, eventually replacing the retiring Coach Zimmerman. Rowan, now the Spirit Rider of Jackson, runs the stables (Andy bought them from his dad with his college savings) and has turned part of them into a hippotherapy center for children. Rowan also attended Illinois Beecher College and earned her degree in psychology and occupational therapy. 

Adult Rowan's wards around Jackson are described by witches as "formidable" and by supernatural threats as...well, they don't describe them at all; Rowan usually dispatches them long before they ever get the chance. Rowan would rather calm a frightened horse or help a child learn to ride, but when it comes to defending Jackson, she is brutal and efficient. It is just another chore to be done, like mucking out a stall.

In truth, I love these two and wish them a ton of happiness.

Night Shift® is a registered trademark of Elf Lair, LLC.

Monday, May 4, 2026

Mirror Mondays: The Witches of 1986. Two Books, One Spell

Monday has often been Monstrous Monday here at The Other Side for a very long time. A mirror into what I am working on at any given point in time. But for the next few months, I am turning the mirror in a manner of speaking. And the mirror is an apt metaphor for what I am doing. 

The monsters will still be present; they always are. This time, though, I'm focusing on the witches who confront them, call them into being, control them, get rid of them, or even turn into them. I want to think of 1986 not just as a date, but as a breeding ground for imagination.

For me, 1986 isn't about warm, fuzzy nostalgia. It is a lens to focus my attention. 

Year books from 1986

It's the hardback Advanced Dungeons & Dragons books on the table, odd paperbacks found in used bookstores, heavy metal music, scary films, late-night TV, school libraries, local stories, and that feeling of books your parents wouldn't let you read. It's the year when fantasy games, talk of the occult, and being a teenager all felt crammed into one shadowy room, with a general sense of fear from the Satanic Panic and a sense that something…more existed. 

That's where two things I'm working on intersect.

One is Advanced Witches & Warlocks, my take on a retro witch book, as if the AD&D witch finally got the attention she deserved around 1986. It's aiming for release around Halloween 2026, which feels fitting. Witches should appear in October.

The other is Jackson, IL, a modern supernatural setting in the Midwest, centered on odd towns in the middle of the country, teenage witches, haunted schools, local monsters, hidden family histories, and the strangeness of growing up in 1986. This one is different; it doesn't have a release date. It might not even be published in a typical way. It's going to be about 80,000 words before I can even say it's a book, and it isn't there yet, but it’s progressing.

However, these two projects are constantly influencing each other.

They aren't the same book, or even the same style of book. Advanced Witches & Warlocks is all about fantasy gaming, character classes, occult magic, witch lore, warlock groups, magical spells, animal helpers (familiars), and what the witch should be like alongside the Cleric, Magic-User, Druid and Illusionist.

Jackson, IL, is small-town horror. It’s the high school hall, the library, the old graveyard, the pizza place, the road leading past the cornfields, the local university, the occult store in town, and the house that everyone knows about but nobody discusses. It's about teenage witches in a world where adults have carefully constructed their lives to act as if the supernatural isn't genuine. 

One is the witch as a character in AD&D.

One is the witch as the girl in homeroom who understands the mirror is showing a false image. 

And the central question for both of them is the same:

When 1986 is the focus of the imagination lens, what does a witch actually look like?

In a fantasy setting inspired by 1986, a witch is much more than just someone on a broom who casts spells; her origins lie in folklore, fairy tales, frightening tales, hidden knowledge, the books Appendix N lists, and the stranger parts of fantasy. She’s part of a group of witches, follows certain customs and has powerful figures she answers to, observes forbidden practices, performs ceremonies under the moon, and taps into ancient powers that aren't easily contained in spellbooks or churches. 

She isn't a Cleric. Clerics have a church, a god, and openly stated beliefs. And she isn't a Magic-User, because Magic-Users study, have specific formulas, and believe the universe can be written down completely.

A Witch has something much older and more personal; she has connections. Connections to spirits, the land, her ancestors, the moon, old gods, and, really, to be honest, things that are best left unmentioned. She understands magic isn't only something you learn, but something you receive from family, get through deals, endure, and occasionally live through. 

And that’s how it is in fantasy.

But in 1986, in the real world, the witch is a bit different, although not as different as you'd think.

She’s the new student who seems to know a lot, the quiet one who hears things in empty rooms, the head cheerleader who keeps everyone protected but won't admit to how afraid she is, the outsider with the family that's been around forever, or the girl who happens to find the right (or wrong) book at the library…and it’s as if the book was waiting for her.

She exists amongst lockers, telephone landlines, cassette tapes, school bells, what everyone in town is saying, and teachers who might not be entirely human. The school after hours is her dungeon, the roads leading out of town are her wilderness, and her temple is the bedroom floor late at night, with candles, a notebook, and a mirror that shows more than it should. 

Both of these witches are liminal, in-between people.

And that’s the essential point.

A witch is on the boundary. The edge of town, the edge of social groups, the edge of the church, the edge of family, the edge of becoming an adult, the edge of the map. She knows where the lines are because she's crossed them, and sometimes she chose to, other times she was forced.

That’s why witches work so well in old-fashioned gaming. Dungeons & Dragons always liked boundaries: dungeons and the wild, law and chaos, the village and the ruins, human and monster, the living and the divine. A witch belongs in that boundary zone.

And that’s also why they suit teenage horror. Being a teenager is a boundary zone. You aren't a child, but you're not an adult yet, and everyone is misleading you about both. You’re expected to follow rules you didn't create, you're given a future you might not even want, you're observed, evaluated, underestimated, and told to stay away from doors that someone else has already opened.

That’s where a witch finds her place.

The Midwest is important here as well.

These aren't Salem witches, not exactly, and not the glamorous witches of Hollywood. The witch of the Midwest lives amongst brick school buildings, university towns, country roads, old cemeteries, the changeable prairie weather, church potlucks, basement playrooms, and libraries with surprisingly good collections of occult books.

She knows the local ghost stories. She knows which road to avoid in the dark. She knows who lived in that house before the current family changed the name. She understands that not all monsters come from Transylvania or from Hell; some are created by the cursed land surrounding the old town, in the drainage ditch, beneath the old bridge, or in the quiet that exists between what everyone says and what nobody will talk about.

That’s where Jackson, IL is.

And that's where Advanced Witches & Warlocks is also finding a new foundation.

The fantasy witch and the teenage witch aren't separated in my mind; they are each other’s reflections. One wears a purple dress and a black cloak, the other wears jeans, boots, and an excessive amount of eyeliner for a Monday. One has a familiar and a Book of Shadows, the other has a cat that isn't quite a cat and a notebook hidden under her mattress.

Both of them understand the same truth. 

People who are respectable act as if magic isn't real, because acknowledging it would change everything.

This series, Mirror Mondays: The Witches of 1986, is where I’m going to look at that reflection.

Some weeks I’ll be more focused on Advanced Witches & Warlocks; talking about witch types, magical practices, familiars, traditions, warlocks, spells, monsters, and creating a witch's book that feels as if it could have existed in the AD&D period without just copying old texts. 

Other weeks I’ll focus on Jackson, Illinois; teenage witches, haunted schools, folklore from the Midwest, local monsters, bad roads, strange teachers, shops with occult items, and why 1986 is the perfect year for supernatural horror.

Most weeks will be somewhere in the middle.

That's the unusual intersection where both projects come together.

The mirror is now open.

Mirror Shards: The Mirror Between Larina Nichols and Larina Nix

Larina Nichols meets Larina Nix
Not every magical object starts as something valuable. 

Some begin as a simple question.

A witch looks in the mirror and sees herself...but not the person standing in the room. She sees another life, another world, another version of the same soul. One that is older, stronger, stranger, and maybe even more dangerous.

For Advanced Witches & Warlocks, this mirror might be an ancient magical object, a way to see into the future or a risky way for witches to get in touch with alternate selves, echoes of their mentors or their future selves.

But for Jackson, Illinois, it's more personal. A teenage witch sees the woman she could become, or the woman she was somewhere else, or the woman who is protecting her from a fantasy world that shouldn't be real.

The mirror doesn't question in a straightforward way. That would be too simple.

It shows what could be.

It shows a warning.

It shows power.

And sometimes, when the room is dark and the house is quiet, the image in the mirror moves first.

I am focusing on this witch in particular because she has a pedigree. She was created as an AD&D character in 1986. She is my window into this liminal and reflected world. She was a playtest character for every version of the witch class I ever wrote, including AD&D and NIGHT SHIFT.

I have another post I am picking at, "What I Learned Playing the Same Character for 40 Years," and some of that insight feeds into this and vice versa. She is the test bed, as I have said before, my "Drosophila melanogaster" of these tests. When playing a game, I ask, "What would Larina do here?" When designing one, I ask, "How can I do Larina here?" Both questions have served me well over the last 4 decades. 

There are a handful of witches, both characters and personalities, as well as more simple archetypes, that I use when testing any game I play and any game I write. Larina is the most forward-facing of these witches. She isn't the only one. Elowen still gets a lot of play, as does Moria, Amaranth, and others. But Larina has a lot of history, both in games and in the real world. 

A Mirror Shard in both games is a means to communicate with other versions of yourself. Or other versions of others. It is a sneaky little device I have thrown into my games when I want to try out one version of a character in another's universe. Valerie Beaumont is a regular abuser of these mirror shards. She isn't even my character, and she keeps crashing into my games. 

Which brings up an interesting point. 

In Advanced Witches & Warlocks, the "mirror shards" are the magic items connected to the magical mirrors.

In Jackson, IL, "mirror shards" are the people you see in the mirror that are not you.

Both developed from the same fundamental idea and then took on different meanings in my writing. I don't really feel the need to reconcile these differences. Different games. Different universes. But there is something fairly evocative about calling these characters mirror shards. 

Larina is a mirror shard. Valerie is a mirror shard. Even someone like Jenny Everywhere is a mirror shard.

Three mirror shards meet in a bar in Soho.
Greg: "I feel sorry for the guy who tries to buy them a drink!"

Candy and Denise in Jackson, IL, are mirror shards of Candella and Duchess in Glantri. Or is that the other way around?

Candella and Duchess

Candy and Denise

It is because they are "mirror shards" that they heard the Bell in Jackson, IL, when only supernatural creatures heard it. They are not supernatural, but they are special. 

An out-of-game idea for one is giving me an in-game solution for another. 

I have quite a lot more to say on all of this.

Friday, May 1, 2026

Flashback Friday: Color Computer fun

 I just picked up a new Color Computer hardware emulator to go along with my various software emulators. As seen here:

This new one only does Color Computer programs since it is hardware emulation.

ESP32 COCO

So far, it is pretty great. 

Color Computer Disk Extended Basic 2.1

Currently copying over files, including my BARD AD&D Combat Emulator. And I even have some characters ready to go.

Floppy disks

AD&D Characters for BARD

BARD Menu


Yes, that is Larina and Johan up there. Larina is a 5th-level witch/1st-level wizard in 1991.

I can't help but think she looks like this.


Larina Old-school PC RPG

Which means a Jackson, IL video game would look like this!

Old School Witches of Jackson

Stephanie Old School PC RPG

Stephanie Old School PC RPG

You can almost hear the 8-bit music for them as they walk!

Any of those images takes up more memory than the Color Computer 3 originally had! 128k out of the box, 512k upgradable and 2meg with after market upgrades.

Thinking of gutting my other CoCo Pi 4 and putting this little machine in as its new brain. I don't really need another Linux-running Pi machine when I have my TRS-80 Pi. Plus I can put some of the hardware into my TRS-80. I'll have to 3D print some new things for them both, and get some different hardware bits, but it could be fun. A Color Computer case that runs a hardware-emulated Color Computer 3. 

I should start writing ALL my Jackson, IL posts on it!

Thursday, April 30, 2026

This Old Dragon: Issue #93

This Old Dragon: Issue #93
 I am opting to take this one first for a few reasons. One, I really wanted to go through all the Dragons from 1985-86 for my personal enjoyment. I also wanted to cover this one since I pulled it out for the cover when I talked about Jack Williamson's contributions to the Witches of Appendix N. This also gave me my third reason. This issue is falling apart, and what remains is mildewed and water-damaged. So I figure I'd better do it before it kills me with my allergies. So for this review, I'll take some pictures, but mostly I'll stick with my Dragon Magazine CD-ROM collection.

As I mentioned already, I want to do a deep dive into all the Dragons from 1985 to 1986, with some choice ones from 1984 and 1987. This one is a great place to start with the January 1985 issue.

I also mentioned Jeff Busch's cover yesterday. Just one in a series of were-tigresses, but this is one of the best.

Letters cover previous Dragon entries on the Height & Weight and the Crystalbrittle spell.

Gygax is up asking us if we would see a Dungeons & Dragons movie. I think we know the answer to that one. If it has Jeremy Irons, then no, if it has Chris Pine, then yes. Keep in mind that Chris Pine was 4 (4 and a half if you asked him) at the time this issue came out.

Our first substantial article is from no less than Gary Gygax himself, titled Life Beyond 15th Level. New Rules for Druids with Nowhere to Go. Covers the hierophant druid we will later see in the Unearthed Arcana. 

Gygax is up again in a rebuttal to the fundamentalists out there raging against D&D in Thinking for Yourself. I can't think of many Dragon readers who would be swayed by fundies. But this is Gygax's soapbox, and he can tell people what he wants.  I am not sure about the timing, but the infamous 60 Minutes segment will run in September. Likely, it was not filmed yet, but there was plenty going on. Egbert had died in 1980. Mazes and Monsters had hit TV in 1982. 

Arthur Collins has his "The Making of a Milieu. How to Start a World and Keep it Turning" about building a fantasy world. This is largely material we all do now, start small, build up, reject what doesn't work. He recommends building history into the world through layered maps and letting place names, borders, and institutions arise organically from that history. I am not sure about the NPC "mentor" per se, but guiding NPCs is a good idea. Something Ed Greenwood has done to great effect. 

Speaking Ed, he is up with an Ecology of article, The Ecology of the Eye of the Deep. Now these never get old for me, really. In fact, I tend to enjoy them more now than I ever used to. They are also, for the most part, still useful regardless of what edition you are playing. 

Short Hops and Big Drops: Here's How Far and How High Characters Can Jump by Stephen Inniss is another good one really. It's not a bad system and again, looks like something that would work for any system, not just D&D. 

Another article that still gets mentions today is Frank Mentzer's Ay pronunseeAYshun gyd: An Informal Index of the Right Things to Say. This one comes up every so often and is the "go to" guide for pronunciations for all sorts of D&D-related entries. 

Merle Rasmussen is up with another Top Secret article, Agencies and Alignments. The varied groups of the TOP SECRET Game. The article catalogs the various intelligence agencies, criminal organizations, and terrorist groups that player characters might work for or against. Each organization is described through a standardized set of categories, including headquarters, founding date, activities, objectives, and allies. The article also introduces an alignment system that measures agents' political, change-oriented, and economic beliefs on a spectrum, which can affect how well agents from different organizations cooperate during missions. The groups range from legitimate Western intelligence bodies like The Agency and HEARTS, to criminal syndicates like Hydra and The Cartel, to radical terrorist organizations like Red Dawn. I remember this article well. I thought these might be good for Chill, a game I was really getting into at the time, and was looking for agencies like S.A.V.E.

Lots of full-page ads for the new Twilight: 2000 RPG.

The Gypsy Train. A Moving Scenario for AD&D Game Play. Designed be Richard Fichera and artwork by Bob Marus. This is great adventure with a great hook. My son is running a Ravenloft campaign now, and this is rather perfect.  There are even cut-outs of the various wagons to use! The NPCs are not all designed to be enemies to the PCs or evil, and are presented with a variety of motivations and things they can do. Fairly detailed for a Dragon adventure. 

The Gypsy Train

The Gypsy Train

Eira is our short fiction by Josepha Sherman. 

Big ad for the Dungeons & Dragons 10th Anniversary pack. I wish I had grabbed one of these. According to Frank Mentzer, a lot of these ended up in a Lake Geneva landfill. 

Up now our Ares sci-fi section.

Friend of the Other Side, Jeff Grubb, is up with the Marvel Phile with more Avengers. In this issue, Mockingbird and Shroud, who feels like an occult Batman.

Space Opera gets some love with New Ships for Old from Stefan Jones. Or how to update your old starships. I remember trying to use this with Star Frontiers.

Peter C. Zelinski has New Brotherhoods minor cryptic alliances for Gamma World. I used this in conjunction with the Top Secret article for some Chill groups. I remember writing all of them out and trying to find a common format I could use. Don't recall how far I got.  Not all worked, but there was a lot of ideas here.

Speaking of which, nice ad for Chill.

Star Frontiers gets a nice feature on farming. Rare Wines and Ready Cash. Agricultural Trade in the Frontier by Tony Watson is actually a pretty useful article. We think of starships and space battles, but an army and colonists move on their stomachs, and food needs to be grown.

Gamers' Guide as our small ads. Not a lot in this issue. 

The Convention Calendar is also pretty small. No shock, really, it was January. 

Four full-color pages of Wormy. A page of Dragonmirth. And three pages of Snarf Quest. 

Dragon 93

I managed to get through this one without Benadryl, which is a win. The issue is a good one, lots of great and memorable material. 

While hindsight tells me this was the beginning of the end of the Gygax-era of D&D/TSR there is nothing here to make me think that we knew this was coming back then. Are there signs? Yeah, if you know what you are looking for OR maybe that is just confirmation bias.

But I can say this, we are entering into an era of Dragon that over the next 4 to 5 years will produce some of the best content for long-time gamers. People might call that time the Silver Age, but there is nothing "Second Best" about the content of Dragon in the issues to come.



Wednesday, April 29, 2026

The Witches of Appendix N: Jack Williamson

Darker Than You Think by Jack Williamson,
“The trouble began when the first witch was hounded and stoned to death by the first savage man. It will go on till the last witch is dead. Always, everywhere, men must follow that old Biblical law: Thou shalt not suffer a witch to live.”

- April Bell, Darker Than You Think

Today is the birthday of Jack Williamson. Born on this day 118 years ago. He appears near the end of Gygax's Appendix N, and he is responsible for a couple of books extremely relevant to my exploration of the Witches of Appendix N.

This is also the second of what I think of as the three big "witch-centric" authors of the Appendix N. Last time it was Margaret St. Clair and her quasi-Wicca witches and keepers of Occult Knowledge. Third is Andre Norton. Today, with Williamson, I am looking at two other witches, also keepers of Occult Knowledge, but also different. Different from St. Clair's and different even from each other.

If you go back and look at the AD&D Dungeon Masters Guide, something rather odd becomes apparent. When Gygax lists his authors in Appendix N, for the most part, you can find at least a couple of works listed for any given author. It was direct, straight from the book into the game (more or less). But Williamson is different. He is (and just a few others are) listed, but no works are mentioned. This was no accident, and it says a great deal about the man and his work. Williamson's contribution to early D&D was not because of any given work, but because of the ideas that are present in all of his work. Ideas of hidden worlds beneath the surface of reality, of old things wearing human faces, and of the disturbing notion that magic isn't learned, but remembered, at least for some.

There are two books of his that I think are crucial to any exploration of Witchcraft from the Appendix N starting point.

Darker Than You Think

This novel began as a novelette in the pages of Unknown back in 1940. Williamson expanded it and its themes to encompass post-War science-fiction rationalism. Occult themes are translated into science fiction, but I'll get to all of these. As a quick aside, this is a really good read. Part science fiction, part occult, and part mystery. Our protagonist, Will Barbee a rough around the edges newspaper man, gives us an almost proto-Kolchak. 

I won't go too deep into the plot of this one because it is a good read, and you look up the details yourself if you really want to (and spoil the big reveal).  Though I will talk about the bewitching (in all senses of the word) April Bell. We meet April Bell, a new reporter, very early in our tale. She is beautiful, with bright red hair (there we go again!), big green eyes, and (dare I say it) a healthy dose of animal magnetism. Our protagonist is smitten right away and, unlike some other heroes I have discussed in this series, is practically dragged around by her. Though that is the point, I think, he has no agency, he is under her spell from the moment he (we) see her.

April Bell admits to being a "witch" and a "witch child." She began her life as a witch when she was only 7. Again, I wonder how my own witches would have been different had I read this first.

April does have some magical abilities like spells, even if there is a "scientific explanation." But mostly their magic involves shape-shifting. I won't spoil the surprise for you, but it is a fairly obvious one. 

The Homo lycanthropus vs. Homo sapiens battle is a parallel to the pagan vs. monotheism/Christian battle I find so compelling.  Casting witches as another species of human is not uncommon, it is something we see in DC Comics, Anne Rice's "Mayfair Witches," and Kim Harrison's "The Hollows" series, just to name a few. And these are also related species to vampires, werewolves, and/or demons in many of these tales as well. This could be related to the psychological phenomena of "the Uncanny Valley," or the human fear of near human, but not quite human, looking beings. Granted, there is no fear of April Bell when we first meet her.  

Witches and Weretigers

While this book did not inspire Gygax to add a witch to AD&D, it very likely contributed to the weretiger we see in the Monster Manual. While many of the lycanthropic creatures are of indeterminate gender, two stand out. The werebear is male and has a rather obvious relation to Beorn of the Hobbit (and both to the berserkers of Norse myth), and the weretiger who is quite obviously female. Indeed almost all art of the weretiger from the Monster Manual on features a female weretiger. I am making the claim that this is directly related to this book and to April Bell. The image of her riding the sabre-tooth tiger must have really resonated.

Including the cover (another witch on the cover of an Appendix N book. Yes I am keeping track) there have been other depictions of April Bell with a tiger.

April Bell

April Bell by Rowena

And then early depections of the AD&D weretiger.

Tramp's Weretiger

AD&D 2nd ed Weretiger

AD&D 2nd ed Weretiger

Dragon Magazine #93

Our "Exhibit A" is the weretiger from David Trampier in the AD&D Monster Manual. I mentioned back when I was exploring the origins of the various Monster Manual monsters that the Weretiger likely had an origin from 1942's "Cat People," just as I speculated that the Cat Lord was influenced by the 1982 remake. 

The original Cat People came out in 1942. The novelette of Darker than you Think came out in the pages of Unknown in 1940. So, there was enough time for the film's producer, Val Lewton, writer DeWitt Bodeen, or director Jacques Tourneur to have encountered the story, but not enough to prove they did. Though there is a more important fact.

The genesis of Cat People was Lewton's own short story, "The Bagheeta," published in Weird Tales magazine (July 1930), about a legendary panther, a "half leopard and half woman ... were-beast." This predates Williamson's tale by 10 years. Digging into this there are many tales equating shape-shifting cat people to witches. The movie Cat People, though, is closer in tone to Williamson's take than to Lewton's original tale.

This doesn't weaken Williamson's claim to the weretiger, but it does show a lineage.  Lewton's "The Bagheeta" only alludes to witchcraft via occult Satanism (or at least an enemy of the Church), Williamson's tale, and Lewton's own "Cat People" make this more explicit. Though this is lost again in the 1982 version. 

In many ways, the "witches" of Darker Than You Think are really closer to shamans than witches. They could have even been part of the mix (along with other sources) of the Druid's ability to change shape.

The Green Girl

Taking place in the far future time of May 4, 1999 (I know I shouldn't be snarky about it) we have a tale of interplanetary travel and alien life. Not really a dungeon crawl, or even magical (almost), but there are still things here to make note of. 

The titular Green Girl, Xenora, has many features of a classical witch, even if Williamson never uses that word here. For starters, there is her green skin, often associated with witches, but that is only superficial. Her best claim to the lineage of witchcraft is her ability to communicate with our protagonist, Melvin "Mel" Dane, via telepathy across great distances. Even more so is her ability to charm or bewitch our hero. 

There is also the Lord of Flame, who is very much like a demoniac figure in this tale. Especially when he responds to anyone speaking his name. 

A lot of this story reads like a tale of a witch and a demon told through the lens of science fiction rather than magic. Though the tech here is so fantastical, it appears like magic. 

Plus I *get* Mel. Much like his Xenora, I have been haunted by Larina. 

Williamson delves into other tales in which strange women act as oracles or seeresses, such as in "After World's End," but that one is weaker. Or even the legacy of occultism and witchcraft, as in "The Mark of the Monster." Here, witchcraft is used as a backdrop. 

Science Fiction Witches

Through both of these works, a pattern emerges that is uniquely Williamson's own. Unlike the other Appendix N authors, who situate their witches in folklore and fantasy, Williamson dresses his in science fiction. 

They are not supernatural, exactly, for they are natural, though natural in a way that ordinary humanity seems to have forgotten or suppressed. "Not supernatural, but superhuman," as quoted from Darker Than You Think. 

They are not taught from books or granted by demons. They are innate, biological, and tied to blood and bone. Telepathy, charm, and hidden sight are not spells, but evolutionary features, the inheritance of something older than civilization itself. This is the way in which Williamson views witchcraft, and this is the way in which he views it in Darker Than You Think, which stands as his definitive work on the subject.

Final Analysis

I think what we have here are two somewhat different interpretations of the witch idea using the lens of science fiction.  Both, though, are good. While I would normally spend this section lamenting that, despite all these examples, we never got a witch, I think I can see what came out of Gygax's reading of these. The weretiger and the druid ability to change shape.  

And neither of those is bad, they are just not witches.

Monday, April 27, 2026

Monstrous Mondays: MoChem the Morgan Chemical Monster

 Going back today to Jackson, IL, my current NIGHT SHIFT® campaign and my all-consuming obsession. 

Today I have a monster that I have been trying to bring into a game for the better part of 47 years. Not that this guy is a hard monster to figure out, it's just that his history is so tied up in my hometown that he didn't really fit into any other game I have done before.

This particular monster was created by me one afternoon in the summer of 1979 when I was 10. I had been reading a lot of Daniel Cohen's "monster books" thanks to our town's well-stocked Carnegie grant library

Kids' monster books from Daniel Cohen

I lamented that our town didn't have their own local monster (the word "cryptid" was not in my vocabulary yet) though this was way before the internet and before I discovered microfiche to discover my hometown did indeed have it's own history of monsters, ghosts, and other things. 

I figured my creation was as "real" as anything I had been reading (age 10 was the start of my real exploration into skepticism, which led me to the conclusion that the supernatural was all bullshit). While I still enjoyed reading it all, I thought it was as real as, say, "Star Wars."

So in a fit of childhood bravado and creativity that I subject you all too every day, I made a monster.

Outside of town was a chemical plant. Now, I am not sharing the name because my blog gets hit by bots I have found material I have written here for games passed off as "truth."  Details about the Hex Girls and Astral Spiders, just to name two. So there is no reason to drag a real company with real employees into something invented by a 10-year-old. But I am keeping the monster's name.

So let's switch over to the fictional Jackson, IL and it's resident mutant.

The Story of MoChem and the MoChem Monster

Just east of town, the Mauvaisterre splits into various creeks and smaller bodies of water. One of these runs by the now-closed Morgan Chemical plant. Morgan Chemical came to Jackson in the late 1800s, and was founded by Jacobi Morgan and Sons. Morgan Chemical produced fertilizer, pesticides, and other agricultural chemicals needed by the growing farming boom in Central Illinois post-Civil War economy. The plant was well-run, provided hundreds of jobs for locals, and brought money into the local economy. So successful was the plant that the road on which the plant was located was renamed Morgan Ave, and businesses began to pop up all along the east-west corridor. So much so that it eventually took businesses away from the North-South Main Street. 

Jacobi Mogan was very typical of many of the entrepreneurs who had settled in the area at the time. "Work Hard. Tend to Family. Fear God" was his motto. In all fairness, he was, for the time, a good boss. His employees did work hard, and he paid them a fair wage. The company grew on his solid Presbyterian-Protestant work ethic and the belief that anything is possible with faith and hard work. He was an early benefactor to MacAlister College and helped build one of Jackson's famous Gothic-revival style churches.

His sons, however, were not so charitably minded. When the sons took control of the company in the early 1900s, they saw ways to increase profits by cutting some safety standards. They also got involved in the Great War, providing "fuel additives," but it was well known they had taken a side contract in weapons research. When World War II came around, Morgan Chemical provided gas masks, and rumor says the chemicals the gas masks protected against. 

With each generation, the Morgan family motto (metaphorically speaking) lost another word until, in practice, only “Work Hard” remained. By the 1960s, under the fourth generation of Morgans, the plant had become notorious among workers for failing safety standards, careless disposal practices, and toxic leaks. Waste seeped into the groundwater and into the channels that fed the Mauvaisterre. Cattle downstream sickened or died. Children born to workers were whispered about in hushed voices. Whatever prosperity the company had once brought to Jackson now came at a terrible cost.

It was in this poisoned environment that MoChem first came to be known.

No one agrees on what MoChem truly is. Some claim it was born in the tainted water itself, shaped by chemical waste and bad earth. Others whisper that it was once a deformed child, discarded by frightened parents after the plant poisoned too many families. Another tale says it had been a worker who fell into a vat and came back wrong. The most popular story holds that MoChem was an undercover reporter from St. Louis or Chicago who came to expose Morgan Chemical, got too close to the truth, and was murdered and dumped in the waste.

What is known for certain is that in 1973 Morgan Chemical was fined, shuttered, and abandoned. Cleanup was promised. Very little was ever done.

Soon after that, sightings began.

MoChem
MoChem (AD&D 1st Edition)

Frequency: Very rare
No. Appearing: 1 (Unique)
Armor Class: 5
Move: 9”
Hit Dice: 4+4
% in Lair: 55%
Treasure Type: Nil
No. of Attacks: 2 or 1
Damage/Attack: 1-6/1-6 or special
Special Attacks: Blood drain, engulf small prey
Special Defenses: Semi-liquid form, surprise
Magic Resistance: Standard
Intelligence: Low to Semi-
Alignment: Neutral (Evil)
Size: M
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/X.P. Value: IV / 240 + 5 per hit point

MoChem (NIGHT SHIFT)

No. Appearing: 1 (Unique)
DV: 6
Move: 45 ft.; may flow through narrow gaps at 30 ft.
Vitality Dice: 4
Attacks: 2 slams/claws
Damage: 1d6/1d6
Special: Semi-liquid form, blood drain, engulf, surprise, light sensitivity, sunlight damage, double damage from fire
XP Value: 140

MoChem is a malformed humanoid horror spawned from decades of illegal chemical dumping. Roughly man-sized but squat and thick-bodied, it has overlong arms, short, powerful legs, a single milky eye in its upper torso, and a flexible feeding maw below. Its body is coated in a red oily secretion often mistaken for blood.

Combat: MoChem attacks with two heavy slams or claws for 1-6 points of damage each. It may instead attempt to batter, grapple with, or press itself against prey to feed. It is cunning only in an animal way, preferring darkness, ambush, narrow spaces, and prey that are alone or already frightened.

Special Abilities

Blood Drain: Whenever MoChem scores a critical hit, it opens feeding pores or its maw against exposed flesh, draining 1-4 additional hit points of blood and vital fluids. This is in addition to normal damage. A drained victim may appear pale, weak, and chemically burned around the wound. This is not a vampiric or magical effect.

Semi-Liquid Form: MoChem may compress itself into a half-fluid shape, allowing it to pass through bars, storm drains, culverts, wide cracks, broken windows, pipe openings, or any aperture large enough for a cat or small dog. In this form, it cannot attack normally, but it may move through spaces inaccessible to most man-sized creatures. It may resume its full shape in the following round. Because of this ability, it cannot be held by ordinary ropes or manacles, and non-magical grappling attacks against it suffer a -2 penalty.

Engulf Small Prey: Creatures of small build, as well as animals the size of dogs or smaller, may be engulfed if MoChem successfully hits with both attacks in a single round. The victim must save vs. petrification or be pinned within its semi-fluid mass. Thereafter, the victim suffers 1-4 hit points of damage per round until freed or dead. Small animals may simply be swallowed whole at the DM’s discretion.

Surprise: In darkness, sewers, culverts, abandoned industrial works, or wet ground near polluted runoff, MoChem surprises on 1-4 on 1d6.

Light Aversion: Bright light causes MoChem pain and disorientation. A strong lantern beam, continual light spell, or similar bright illumination forces it to attack at -2. If trapped in such light for more than 3 consecutive rounds, it will retreat if possible. A light spell cast directly upon or very near it inflicts 1-4 hit points of damage.

Sunlight: Direct natural sunlight inflicts 1-6 hit points of damage per round and prevents use of its semi-liquid form. MoChem avoids daylit areas whenever possible.

Vulnerability to Fire: All fire-based attacks inflict double damage.

MoChem is not undead, nor is it a true elemental or demon. It is a pollution-born predator, a toxic life form awakened in bad ground and abandoned waste. It lairs in culverts, runoff tunnels, chemical pits, and flooded industrial ruins.

MoChem possesses a rudimentary intelligence. Enough to know it despises its own existence, but not enough to know how to end it. It fears light and the sun and avoids both at all costs. According to scholars on local BBS sites, if you could lure it into direct sunlight, it would dry up and die. Others speculate that such a death would not be permanent unless the creature was also burned.

--

I kinda wish 10-year-old me could see this!

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