Showing posts with label satanic panic. Show all posts
Showing posts with label satanic panic. Show all posts

Monday, July 20, 2026

Mirror Mondays: The Witches of 1986. The Satanic Panic

Photo by Lucas Pezeta: https://www.pexels.com/photo/ancient-metal-pattern-on-stone-surface-5277398/
The Satanic Panic and the Secret Appeal of Forbidden Books

I am currently reading Manly Wade Wellman for my Witches of Appendix N. He has a lot of occult investigators and talks a lot about dangerous occult texts. There is a strange magic to being told a book is dangerous.

Not real magic. Not the kind the pamphlets warned us about. Not the sort of thing that appears when you mispronounce something in Latin while standing in a chalk circle at midnight. I mean the older, more human kind of magic. The kind that happens when an adult lowers their voice, points at a book, and says, "You should not be reading that."

For a certain sort of kid, that is not a warning.

It is an invitation.

I have been thinking about this a lot lately while working on my Advanced Witches & Warlocks and Jackson, IL projects. I have also been going back through some old Satanic Panic videos, both vintage and retrospective. Some are from the era itself. Some are modern looks back. One or two are modern warnings that feel like they could have been broadcast in 1986 with very little editing.

I am not here to dunk on them. Well. Not entirely.

Some of this material is ridiculous. Some of it is unintentionally hilarious. Some of it is sad. Some of it is built out of real grief aimed in the wrong direction. Some of it comes from people who were clearly frightened by a world changing faster than they knew how to handle.

But all of it circles the same idea 

The fear was not really just about Dungeons & Dragons. It was not just about heavy metal. It was not just about horror movies, Smurfs, He-Man, E.T., or some plastic wizard in the toybox. The fear was about children having access to an imaginative life that adults could not completely supervise.

And that, I think, is where the forbidden book gets its power.

I have written about the Satanic Panic before. Back in 2024, I said I was fascinated by it because I had lived through it and, as someone who was not religious, the whole panic was confusing to me. I also admitted something else that still feels true: my own teenage reaction to all of it absolutely influenced my early D&D games. Lots of undead. Lots of demons. And, yes, lots of witches. Immature? Sure. I was a teenager. That was practically my job. But it was also fruitful. Some of that old material has never really left me. It just waited for better books to live in.

The Panic in the Toybox

One of the great artifacts of the era is Turmoil in the Toybox. If you have never seen it, it is one of those videos that feels like it was assembled in a church basement, a public access studio, and a fever dream all at the same time. Gary Greenwald and Phil Phillips seem convinced that the devil is hiding in every toybox, or at least making a pretty serious attempt to franchise there.

  • The Smurfs? Suspicious.
  • Masters of the Universe? Dangerous.
  • E.T.? Worth a second look.
  • Dungeons & Dragons? Obviously trouble.

The whole thing is amazing because it does not merely worry about D&D. It worries about the entire imaginative ecosystem of childhood. Toys, cartoons, commercials, fantasy symbols, magic words, Saturday morning television, action figures, and role-playing games all become part of one invisible machinery. The toybox is no longer a toybox. It is a grimoire with plastic hinges.

That sounds like a joke, but that really is how the panic worked.

The D&D section is especially perfect. The game pieces, they tell us, include witches, wizards, necromancers, clerics, evil magic-users, and all the usual suspects. Good versus evil becomes white witchcraft versus black witchcraft. Someone even claims that when game pieces are burned, screams come out of the fire because spiritual forces have inhabited them.

Now, look. That is nonsense. But it is also myth-making.

The panic did not merely misunderstand Dungeons & Dragons. It mythologized it.

That is the funny thing. The adults who wanted to make the game smaller made it larger. They turned rulebooks into occult manuals, dice into ritual objects, miniatures into idols, character sheets into dangerous documents, and the Dungeon Master into some sort of suburban necromancer with graph paper.

For the average kid, D&D was a game. A weird, wonderful, sometimes confusing game with too many charts and not enough hit points at 1st level.

But after the panic got hold of it? 

Now it was forbidden. And forbidden things glow.

The Book They Told You Not to Read

The Satanic Panic did not create the fire of D&D’s mystique, but it poured gasoline on it.

The books already looked strange. The Monster Manual was full of demons, devils, dragons, undead, and things with names that sounded like they had crawled out of some medieval marginalia. The Dungeon Masters Guide felt like an occult textbook even when it was mostly explaining initiative, treasure tables, magic item creation, and why you should never let the players get away with too much.

Then the grown-ups started saying these books were dangerous.

Well. That certainly did not make them less interesting.

In the 1980s, D&D books became contraband grimoires in the popular imagination. They were passed from hand to hand, argued over in churches, hidden from certain relatives, discussed on television, condemned in pamphlets, and defended at kitchen tables by kids who were absolutely certain that none of the adults understood what was actually happening.

Most of the time, the kids were right.

The game was not teaching us how to summon demons. It was teaching us how to imagine consequences. It was teaching us how to map darkness. It was teaching us that monsters had names, rules, weaknesses, treasure types, and armor classes.

That is powerful. Not Satanic. Not corrupting. Powerful. And power is always frightening to someone.

Or as my mom once so eloquently said about D&D, "This is nothing but Mythology and math!"

The Wrong Demons

One of the more painful parts of looking back at the Satanic Panic is realizing how often adults named the wrong demons.

There were real kids in pain. There were real families struggling. There were real cases of depression, isolation, abuse, grief, mental illness, and fear. But instead of asking harder questions, too many people blamed the game, the records, the horror movies, the toys, the novels, the black t-shirts, the dice.

That is the actual horror.

Not that adults believed in demons. I write about demons all the time. My newest book, Codex Qliphothica, is full of things no sensible person would want crawling out of the wrong side of creation.

The horror is that they named the wrong demons.

That is something I touched on in my 2022 A-to-Z post. In the real world, there is no worldwide Satanic conspiracy. There are no secret armies of Satanists trafficking children through every daycare, pizza parlor, and game store. But in a horror game, there can be demons, devils, evil spirits, and worse. The trick is not to make the panic true. The trick is to understand that people are often looking in the wrong direction. Sometimes the evil is not a cult at all. Sometimes it is perfectly ordinary people who use fear to hurt the "undesirables" in their own community.

That idea matters a lot to me, especially for Jackson, IL. In a town like Jackson in 1986, it is easy to imagine a parent seeing a TV preacher or a warning video and suddenly looking at everything in their kid’s room differently. The D&D hardback. The heavy metal cassette. The horror VHS tape. The plastic skeleton warrior. The fantasy paperback. The notebook is full of strange names. The girl at school who wears a triple-goddess necklace and knows too much.

Most of the time, the adults are wrong.

But this is Jackson. Sometimes they are wrong in the direction of something true.

That is the sweet spot for horror.

In the real world, the panic was destructive because it mistook imagination for corruption. In fiction, though, we can ask the more interesting question: what if the panic was wrong about the cause, but not wrong that something was there?

  • What if the book was just a game book, but the thing watching from the closet was real?
  • What if the record was harmless, but the voice on the blank tape was not?
  • What if the toy was just plastic, but the child was right when she said it moved after midnight?

That is not the Satanic Panic being correct. That is horror using the emotional vocabulary of the panic and aiming it at better targets.

I survived the Satanic Panic
Click to get your own!
 My Life With the Satanic Cult

This is where it stops being only media history for me.

I grew up in a small town in Central Illinois. In 2024 I wrote about a moment from around 1985 or 1986 when someone supposedly found a "satanic altar" in a cornfield south of my high school. I remember the panic ripping through the school. I remember being fascinated and horrified by it. Fascinated by how fast everyone reacted. Horrified by how quickly it changed people. The next day, people wore homemade "Satan Busters" armbands featuring an inverted cross within a red buster circle.

That is the kind of detail no amount of research can invent better than memory.

I was already a D&D kid. I was already interested in witches, monsters, demons, horror, occult books, and the kinds of things polite adults thought you should probably not be reading. I was also an atheist in a place where the average person on the street did not know, or care to know, the difference between atheist, Satanist, witch, gamer, metalhead, or just "weird kid."

The assistant principal, who was a decent guy, told me and some of my gamer friends that we should keep our D&D books at home until all this stupid shit blew over. He was probably right. I still hated it.

I hated the idea that something I wanted to read had to be hidden because a mob of scared idiots had decided books were dangerous.

That feeling has never really left me.

And yes, as I wrote before, my love of psychology was probably strengthened then. So was my love of witches. No one was trying to burn me, not literally, but they were trying to burn the things they feared. And there were book burnings in town. Real ones. People on the conservative religious side burning D&D books and other things they did not understand.

That matters.

Because once you have seen people burn books, you never look at forbidden books the same way again.

Heavy Metal, Horror Movies, and the Forbidden Shelf

By 1986, the forbidden book was not alone. It had a lot of company.

There was the forbidden record album, especially if someone claimed the lyrics meant something different when played backward. There was the forbidden horror movie from the video store, the one with a cover more dangerous than the movie itself. There were forbidden toys, forbidden cartoons, forbidden symbols, forbidden bands, forbidden fantasy novels, forbidden magazines, forbidden games.

The whole shelf was glowing in an evil Satanic light.

That is why a movie like Trick or Treat is such a perfect artifact of 1986. It takes the heavy metal panic seriously enough to turn it into a horror plot. A dead rock star comes back through a record. The music really is dangerous. The adults' warning about Satanic rock is, inside the logic of the movie, kind of right.

That is hilarious. It is also revealing, and wonderful for my games.

Horror loves taking the thing adults are panicking about and saying, "Fine. But what if it really was haunted?"

  • What if the record really does speak something backward?
  • What if the toy really does know your name?
  • What if the book really does open a door?
  • What if the game really does teach you something you were not supposed to know?

That is not how the real world works. But it is absolutely how good horror works. It is very much how Jackson works.

The Satanic Panic Never Really Went Away

The funny thing is, the Satanic Panic did not completely vanish. It changed clothes.

In 2022 I wrote that if you think this "corn-filled nugget" was left behind in the 1980s, I had some news. The panic’s old shape involved Satanists, daycare centers, trafficking, cannibalism, and ritual abuse. Later versions involved Pizzagate, QAnon, and other conspiracy nonsense that kept recycling the same fears in new packaging. 

That is why a modern Christian response to D&D can still feel so oddly familiar. The video is new. The anxieties are old. Role-playing as spiritual danger. Spellcasting as a gateway. Tiamat as proof of pagan contamination. D&D books as corrupting objects. Christian parents being warned to keep the game out of the house. It is all there, just with better lighting, HD resolution, and modern YouTube pacing.

I do not say that to mock people’s faith. I know plenty of Christians who play D&D, write horror, love fantasy, and understand perfectly well where the game ends and the real world begins.

But the panic itself? That old habit of flattening every strange symbol into “Satanic”? That is still with us.

And honestly, from a horror writer’s point of view, it is hard not to be fascinated by it.

The Witch Was Always There

Here is the part that matters most for Advanced Witches & Warlocks.

The panic kept pointing at the Witch.

Even when people were talking about D&D generally, the real charge was around magic. Spellcasting. Divination. Necromancy. Enchantment. Demons. Spirits. Symbols. Curses. The old gods. Forbidden knowledge. Books that teach you things.

Again and again, the panic caught sight of the Witch's shadow and recoiled.

I want to do the opposite. I want to look directly at her and say, "Yes. You belong here."

The Witch was always part of fantasy gaming, even when the game did not quite know what to do with her. She was there as the evil enchantress, the village wise woman, the hag in the woods, the priestess of the old gods, the herbalist, the oracle, the charm-worker, the necromancer, the woman everyone feared and visited anyway.

  • She was there in the margins.
  • She was there at the edge of the village.
  • She was there in the spell list.
  • She was there in the panic.

The mistake was reducing her to "evil spellcaster" or treating her as merely a monster. The Witch is older than that. Stranger than that. More useful than that. She is better than that.

The Witch belongs to the place where folklore, religion, fear, healing, social suspicion, forbidden knowledge, and personal power all overlap. Which is to say, she belongs in D&D perfectly.

That is what Advanced Witches & Warlocks is about. Not making the panic true, but reclaiming the imaginative territory the panic could not stop pointing at.

High School Is the Real Haunted House

The Satanic Panic also helped sharpen something else for me: the horror of being a teenager and having adults decide what your symbols mean before you get to explain them.

I came back to that in my Monsterhearts post, where I talked about Larina in 1986. High school is already horrifying. Add the Satanic Panic, a sleepy Midwestern college town, and a girl everyone already suspects is out in the woods sacrificing animals and calling up demons, and you have something that feels very close to the emotional center of Jackson, IL. The truth, of course, is smaller and stranger. Larina is more likely to be in her attic room listening to her dad’s Yes albums than leading a coven in the cornfields. But rumor has never needed truth to grow teeth.

That is the Jackson mood. I talked about this in detail last week.

The town does not need every parent to believe there is a demon in the toybox. It only needs enough of them to wonder. Enough to whisper. Enough to throw away a book, forbid a game, search a bedroom, call a pastor, or look twice at the quiet girl with the strange necklace and the too-old eyes.

And the kids? The kids know the adults are wrong. Mostly.

These Are the Books You Were Warned About

So here is my cheeky little sales pitch, and I am only half joking.

These are the books you were warned about in 1986.

Codex Qliphothica is on the way out, and it is very much a demon book. But it is not a "everything dark is Satanic" book. That was always one of the dullest parts of the panic. It flattened everything. Devils, demons, pagan gods, witches, ghosts, occult symbols, fantasy monsters, and rock music all became one big smear of "darkness."

Good horror does not flatten. Good horror names things.

The Qliphoth are not generic devils. They are not just demons with a different coat of paint. They are shells, refuse, wounds, corruptions, anti-creation, things that should not have survived the making of the world and yet did. They are what happens when the cosmos has a scar and something learns to live inside it.

That is much more interesting than "the devil is in the toybox."

Advanced Witches & Warlocks comes from the other side of the same forbidden bookshelf. It asks what old-school fantasy gaming looks like when the Witch is not a joke, not a monster, not an afterthought, and not simply a reskinned magic-user. What if she had been there properly all along? What if the game had made room for occult magic as something distinct from arcane study and divine authority?

And Jackson, IL is where all of this comes home.

Jackson is 1986 as a haunted town. It is school lockers and church warnings, mall bookstores and strange kids, rumors and records, public access panic and real shadows behind the gym. It is the place where adults blame D&D, heavy metal, horror movies, and witchcraft because those are the monsters they know how to name.

But Jackson has older monsters. Jackson has quieter monsters. Jackson has the things that were listening while everyone argued about the wrong books.

The Secret Appeal

The secret appeal of forbidden books is not that they are evil. It is that they promise the world is larger than you were told. That is the real danger.

A forbidden book says there are secret doors. It says names matter. It says monsters can be known. It says the dead might speak, the old gods might stir, the map might continue past the edge, and the strange kid might not be strange for nothing.

That is why the warnings failed. They told us the books were dangerous. We believed them; we just understood danger differently.

For some of us, danger meant possibility. It meant mystery. It meant there was something behind the ordinary world, something the adults were either too frightened or too tired to see.

That is the heart of fantasy gaming. That is the heart of occult horror. That is the heart of every witch story worth telling.

In 1986, that promise might have been sitting on a bookshelf with a dragon on the cover.

  • Or in a toybox.
  • Or in a record sleeve.
  • Or on a VHS tape from the back room of the video store.
  • Or in the hands of the quiet girl at school who knew more than she should.

And if someone told you not to open it?

Well...You were probably going to open it.

Parents Against Spellcraft & Swordplay
Mirror Shard: The Jackson Satanic Panic

I feel like I have talked about this one a lot already. Partially in posts here and all weekend at EGG Con. In "Am I Evil," the Satanic Panic comes to Jackson, but not in the way the town's folk expect. It is in the form of Moria Elizabeth Zachary. She looks like a nice girl. She wears fuzzy sweaters. She is polite. She has an ugly dog she holds. And she is utterly evil.

Darren Vale acts evil, but he is really sort of a joke. Sylvia Velasco is evil, but not the way everyone thinks she is. People even think Faye Thorne is evil, she isn't, but her family is. 

As my co-creator of NIGHT SHIFT, Jason Vey, commented this past weekend, the Satanic Panic in Jackson takes on new dimensions. 

And of course I have my own real-world history from the real-world Jacksonville. Sure, it is not as dramatic as some other tales of the Satanic Panic, but it has the advantage of being mine. 

There is just too much material here to use. Really...there is too much material NOT to do this. 

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Monday, May 25, 2026

Mirror Mondays: The Witches of 1986. Why 1986?

So, one has to ask: why 1986?

It is a legitimate question and one that lingers under both Jackson, IL, and Advanced Witches & Warlocks.

I am not talking about the 1980s as a whole, or nostalgia for its own sake. You will find your share of cassette tapes and denim jackets here, horror paperbacks and D&D books with well-worn corners; they are part of the ambiance and atmosphere. I mean this year in particular. Why 1986?

State of the Art for AD&D 1986
State of the Art for AD&D 1986

For Advanced Witches & Warlocks, it is a strange and handy vantage point. If you go back to the 1974 boxed set, Dungeons & Dragons was almost thirteen years old by then. It was no longer a child. It had acquired a history, some scars, a few good arguments, and traditions. It was a teenager now. At times awkward, at times brilliant, occasionally too sure of itself, and sometimes hard to put a name to, but full of potential. In other words, a bit contradictory. A Witch book from this time should also be like that.

The first flush of the D&D/AD&D gold rush was done with. The game was a culture in its own right, having made its way from college clubs and basements into hobby shops, school lunchrooms, news stories, and even church warnings. With the Monster Manual, the Player’s Handbook, and the Dungeon Master's Guide, AD&D had a core identity and dictated how you were to think about fantasy adventure.

And yet it was in flux. Ravenloft was already on the scene, making a theatrical and tragic impression with its brand of gothic horror. Dragonlance had happened that placed more emphasis on charcaters as characters than previously. Note: Both Ravenloft and Dragonlance became part of what has been called the Hickman Revolution, and often the start of the Silver Age of D&D. The Forgotten Realms were coming, destined to be one of the big shared campaign worlds. So yes, 1986 has a liminal quality to it. AD&D was past its rawest beginnings but not yet the highly branded ecosystem it would turn into. Things were changing. 

That is exactly where the Witch belongs. In the space between the little brown books and the grand campaign worlds, between a dungeon crawl and some gothic melodrama. Between the wargame heritage and the kind of character play we were doing, even if the rules didn’t quite say so. That is what I am are after with Advanced Witches & Warlocks. Not some modern witch retrofitted for AD&D, nor a twenty-first-century class in old-school dress. I want a witch who could have been there, one you might have found on the same shelf as the old hardbacks in a used bookstore, in an era when parents got nervous seeing their kids sketch pentagrams in their notebooks.

She was always in AD&D waiting to be written down, but 1986 is when I can see her most clearly.

As for Jackson, IL, 1986 is important for another reason. It is one of the last moments before "the world wakes up from history."  You get the sense of it from "Right Here, Right Now" by Jesus Jones, though that song is from the early 90s, after the walls came down and things were moving too fast to keep up. 1986 is still on the other side of the mirror. The world was not yet as small as the internet would make it. You couldn’t check a fact in five seconds flat or send off a text to all your friends from the cemetery. From the comfort of your bedroom, you were not going to put your hands on a satellite map, or some scanned newspaper archive, or find what you needed on a message board. Information was something you had to go and get. It had a place.

So you went to the library to check the archives. You hopped on your bike and made the trip across town. You put in a call to someone’s home with the hope their parents would not be the ones to pick up. You made notes, copied down an address, and then you waited. The world was bigger like that, which is why it was so easy for shadows to take hold.

Horror needs that.

In Jackson, secrets have a way of surviving because the town is local enough for them to. Rumor has speed, but it is not even. There are things the adults know that the teenagers do not, and vice versa. And while there are records, they are sitting in a file cabinet, a yearbook, the church basement, or a box in some attic. A haunted town requires some friction. 1986 provides it.

But one must be careful with 1986; it is not as innocent as it seems. That is the trap when you write about the eighties. You can make the decade into set dressing with its neon and synthesizers, its malls and hairspray and horror films. I am fond of all that, but it does not cut it. If the year is to have any meaning, it must also have horror and pain; it has to hurt a little.

January 28, 1986, hurt.

When the Space Shuttle Challenger came apart 73 seconds into its flight, all seven on board were lost. NASA will tell you it was the STS-51L mission, and with Christa McAuliffe involved, many a schoolchild was tuned in. It was supposed to be routine. Easy. For my generation, it was one of the first times we saw a public tragedy in real time.

Space Shuttle Challenger

On April 26, 1986, the Chernobyl Reactor 4 suffered a catastrophic meltdown. All our fears about nuclear power played out for us on our TVs. The great specter of nuclear meltdown was now on our evening news, delivered by Tom Brokaw.

We had known the world was not safe, but this was different. It came into the classroom and put an end to the promise we had been fed. Space was our future, the shuttle was routine, the teachers were going up there, and the adults were in charge. Then the sky opened up, and you could see the horror on the faces of the very same adults.

That is what I want in Jackson. Not as a plot device to be used up, but as atmosphere. A fracture in the adult world. A teenage witch in 1986 is surrounded by grown-ups who will tell you they have everything under control despite the evidence to the contrary. You come to realize there are no paladins or wizards; they do not have the spell memorized, and sometimes they built the machine without heeding the warning that it might break. Once you see that, the world is a different place. It is more than innocence lost. It is the thin veil of lies about innocence. 

Satan is coming to get ya
I talk about it a lot here, but even the Satanic Panic has its part to play in both projects. With Advanced Witches & Warlocks, it is the cultural Zeitgeist that makes D&D seem perilous to those who cannot fathom it, lumping in heavy metal, the occult, and a teenager’s imagination as one great threat. It was stupidity, but stupidity has a way of shaping a culture. Just watch the news today.

In Jackson, IL, it is more than useful. A moral panic lets the respectable sort act on old fears. The girl was always a bit odd; the house was already off-limits, and the symbols in the notebook were being noticed. The Santic Panic just gave them leave to do something about it.

You don’t need the Satanic Panic to make a witch. What it makes is an excuse for one to be hunted, feared, and reviled. And that is the more frightening part.

Then there was the music. By 1986, you could still hear the early synth-pop and New Romanticism of the decade’s opening, but the center had moved. The hair metal era was on its way to taking over the landscape, though not yet in full force. 1986 is the space between those things. It is not one note. That is significant.

It is a year of transition. You can feel the afterglow of Live Aid from ’85, and Farm Aid had only just been held back in September out of concern for American family farmers. I put some weight on that because Farm Aid was in Champaign, Illinois, and that puts you in Jackson’s orbit, in the Midwest.

The music wasn’t merely an escape. It was making an effort, if a bit awkward at times, to be something more: political, useful, global. A mix-tape was your confessional, a message for when words would not do. Put in a request at the local station and hope someone heard it. It had the power of a spell.

Take Paul Simon’s Graceland in ’86, with all its complicated influence, as he brought South African sounds to the American mainstream. Or Peter Gabriel’s So, which managed to be art-rock and pop at once, and the end of his cult following days. Run-DMC put out Raising Hell that year, too, a necessary step for hip-hop to be seen by the rest of us.

I don’t see this as mere soundtrack trivia. It tells me what sort of year we are in. The old categories are dissolving, and the voices that were left out are being heard. Parents have their worries, the kids are tuning in regardless, and the culture is at odds over who has the right to speak and what is deemed dangerous.

The whole Parental Advisory row comes of this time. The Parents Music Resource Center was founded in 1985, aiming to label anything with objectionable lyrics. Much like the Satanic Panic, it made youth culture a battleground of fear and control.

Witches find that handy.

A witch is someone who will be labeled. Dangerous, immoral, corrupting, or unnatural. Too loud or too quiet. Too independent, too well read, too strange to be put in a box. You will find it in a fantasy village or a modern high school, in any small town where they think virtue is the same as conformity.

So 1986 puts pressure on me from both sides.

For Advanced Witches & Warlocks, it is an AD&D moment; the Witch has her place in a game that is between phases. The old stuff still counts but the new is coming, and horror has already made its way into the castle. For my purposes in Jackson, IL, it is a modern setting where a teenage witch can be left to her own devices, misread and watched, and have to go about things the old way. You could say the world is in a state of flux, but it is not yet all one piece. There are still secrets a town can hold. A girl can come across something in a library drawer and have no simple means of telling whether another soul has ever laid eyes on it.

Then there is 1986. It presents me with a culture that is afraid of its children. In some ways, that is the point of it.

Take the D&D crowd, the metalheads, the kids into horror or punk or goth. The queer kids, the smart ones, the strange boys and girls with their notebooks of symbols, the ones who read too much and ask questions they should not. They do not fit the narrative adults have put together for them.

The Witch is to be found there, at the fringes of what is approved. She is not the trouble. She is merely the one to see that the trouble was there to begin with.

That is why 1986 works. Do not mistake it for being simpler or better; it was neither. But it sat on a threshold. You had AD&D old enough for its own mythology yet young enough to leave some rooms empty. The modern world was tied in enough to feel global change but not so much as to put an end to local mystery. The whole culture was loud and nervous and moralizing, creative and frightened and very much alive.

A good year for witches. For mirrors. For secrets.

Mirror Shard: 1d12 Things Found in a 1986 Witch’s Room

This will work for Jackson, IL, or any modern supernatural game you want to set before the internet made doing your research too convenient. A teenage witch does not have a wizard’s tower. Her room is more perilous than that. Private, half-hidden, temporary, and only a knock from her parents away from being found out.

Make a d12 roll or pick and choose.

  1. A spiral notebook with dream fragments and song lyrics, plus a page of symbols she cannot recall putting there.
  2. An overdue library book on folklore, three months past due. The checkout card has the same name on it every eleven years.
  3. Cassette tapes in a shoebox. Put in the unmarked one, and you will hear a voice going through the names in the town cemetery.
  4. A hand mirror with a crack in it, wrapped up in a scarf. Works fine until after midnight.
  5. A black cat charm on a broken chain. You can tell when spirits are close by how warm it feels.
  6. A Polaroid of four of her friends in front of the school. If you look between them, there is a fifth shadow.
  7. An old coffee mug with a candle stub in it. Lies in the room, and it will burn blue.
  8. A note from class. Open it up, and the handwriting is different each time.
  9. Some clipping from the paper on a death half a century back. She keeps it, though she has no reason to.
  10. A flower pressed from the cemetery fence. Picked months ago, and yet it has not dried.
  11. An old mixtape that says "DO NOT PLAY SIDE B." There is no music on side B, just breathing and a bell tolling in the distance.
  12. A character sheet for a red-haired witch in purple and black for D&D. The player will tell you she never created her; she created herself.

Monday, May 18, 2026

Mirror Mondays: The Witches of 1986. Teenage Witches and the Haunted Midwest

Photo by Zak Mogel: https://www.pexels.com/photo/mysterious-fog-enveloped-wooden-house-36741001/
Last week, I examined the witch in AD&D. As a class and a monster in a game of spell lists, curses, familiars, old women living at the edge of villages, mysterious maps, and a host of others. Advanced Witches & Warlocks is a project that aims to give her proper due among the iconic elements of classic fantasy RPGs.

But there is another mirror.

If the Advanced Witches & Warlocks is interested in exploring the witch as an element of a fantasy game in 1986, then the Jackson, IL project is a consideration of how the witch would fit in the modern horror world of 1986.

By the "modern," I don't mean contemporary times. I mean an era of landlines, lockers, cassette tapes, libraries, horror movies at midnight, school rumors, and parents who believe they can keep secrets from teens

These are very different takes on witches.

In the world of AD&D, the witch is always on the edge of the village. By the old road, the swamp, the shrine in ruins, or the sinister forest. In the Jackson, IL setting, she is on the edge of town, near the cemetery, an abandoned structure, the stream, the college, a different neighborhood, or a lonely road.

The map is different, but the location itself is not.

Jackson, IL, is where my imagination has found its new home. This place isn't Salem, nor New Orleans, nor some gothic European village under the full moon, despite my affection for those locations. No, Jackson is in the Midwest. It is a small town in central Illinois. A town with brick school buildings, college halls, county roads, corn fields, old graveyards, tiny churches, pizza shops, book stores, hardware stores, Friday night football games, Friday night dances, and houses where three generations have kept the same secret.

In Jackson, the supernatural does not require thunderous declarations or Latin incantations to reveal itself. Instead, it is rather subtler.

Perhaps it is the teacher who hasn't aged since 1569. Perhaps a door in the library, locked for no apparent reason. Perhaps a statue at the cemetery changing directions at midnight. Perhaps the name of a creek that no one remembers where the name came from. Or perhaps it is the mirror reflecting something other than yourself.

This is the haunting of the Midwest. It is not empty. It is a place filled with ghosts.

Every town in the Midwest has its stories: the house that has never been sold, the road where headlights disappear, the creepy old lady that kids are told not to approach, the rail road tracks where strange things occur, the auditorium in the school where lights flicker even with the power shut off, and the place outside town known only by its ominous name of "the Bad Land."

These are stories that form the Jackson, IL environment. Not simply the background, but the actual foundation on which the Veil between what is "Real" and what is considered "Supernatural" is constructed.

Most people in the town interact with the supernatural indirectly, in fleeting moments. A shadow. A whisper. A dream. A cold sensation down the spine. A name spoken out of nowhere. And they explain it away, because that is what humans do. It is simpler to believe that everything is ordinary than to accept that ancient tales still speak truth.

Teenagers are not good at keeping their thoughts and opinions to themselves. That is why a teenager is perfect in a game about supernatural activity.

Adults follow routines, have reputations, jobs, mortgages, church groups, seats on the school board, and myriad reasons to preserve the "official" story. Teenagers care about other things. Why does that room stay locked? Why are they avoiding that particular teacher? Why did Mom go silent when I mentioned that name? Why does the school bell ring differently to me? And why do I see the woman in the black cloak and purple dress in the mirror?

Thus, the teenage witch belongs in this place.

Not only is she a character living between two worlds. At least partly, but not entirely. She is not a kid anymore, but she is not yet an adult. People look at her, underestimate her, boss her around, dismiss her, and correct her, all before she even knows who she truly is.

And then comes the magic.

She begins having dreams. Strange marks appear on her skin. She finds books at the library with strange titles. A stray cat starts following her wherever she goes and never leaves. Her reflection starts speaking to her. And perhaps she discovers that the story about the dead girl haunting the bathrooms at school was not just a story.

That is the importance of their first experiences.

Whereas in the world of AD&D, the witch appears with powers, spells, and a clear-cut purpose, here she is noticed. The world recognizes something in her, and she recognizes it back.

This can be terrifying, but also terribly tempting.

I played this scenario with Larina. There is a young girl named Larina. Some kids call her "Creepy." She has visions and talks to ghosts, but she tries to hide her magical abilities because she knows that using them attracts attention from things in the darkness.

This scenario is perfectly designed for Jackson, IL. But I also realized there was a lot more I could do with it. That starting with powers is one type of game, but developing them as the game progresses is something else. 

Being magical in the Jackson environment means revealing oneself. Every casting of a spell is an exposure to the darkness seeking light. Every magical act draws eyes. 

Jackson, IL, is still a modern reflection of the AD&D-inspired fantasy world in Advanced Witches & Warlocks. The witch concept remains the same, but the clothes are different.

The group of friends is the coven. After hours in school are the dungeons. Rumors around town turn into gossip in hallways. The wise woman standing at the edge of the village is now someone's aunt, a school teacher, a local shop owner, or someone who has waited patiently for the right girl to ask the right questions.

The familiar becomes a pet that manages to enter the school for reasons that no one understands. A notebook under the bed takes the place of the spell book. The place beyond the fence at the cemetery is the ruined shrine. An ancient deity is a name scrawled in pencil at the abandoned classroom.

But Jackson, IL, cannot merely be a simple adaptation of fantasy RPGs. 

Not only would it be uninteresting, but it would lack necessary depth. It would be uninspired. 

Modern horror has to have its own logic.

While in a fantasy game, the main heroes are expected to take up swords and bravely venture into the dungeons, their counterparts in the modern horror world still have homework to do.

They have to attend classes, deal with parents, curfews, training, work after school, live up to peer expectations, compete with rival schools, maintain reputations, deal with their younger brothers and sisters, and people who would certainly notice if they were gone for three days straight.

This makes a big difference.

A teenage witch cannot just leave town on adventures, and she has to find a way to come back, to cover the stains on her jacket, to explain why her homework was done in the library, why she is late for algebra after having seen something crawling out of the drain at night. And yet, this is not a restriction; it is the essence of the game.

The ordinary world, which is often a barrier in games of the supernatural, is, in fact, what makes them scary.

An isolated haunted school becomes frightening precisely because it is her school. A cursed road is terrifying precisely because her best friend lives on the other side of it. The monster at the cemetery terrifies her, because Grandma is buried there, while the witch's mark makes her fear going to gym class. The ordinary makes the scary parts scarier. 

This is where the theme of the Satanic Panic emerges as well, but in the background.

Not as a simple decoration, but as the very core of the game, because the town uses that panic as a vehicle to express existing fears that otherwise remain untapped. The odd girl has always been creepy, the abandoned house - terrifying, the mysterious books at the library – suspicious. While the rumor makes the witch, it provides a ready-made justification for the search. This is horror, not because of accusations, but because of the town's desperation to believe that it has reason.

Since the community is already scared of her dark clothes, her books, her music, her art, and the woods she loves, the Satanic Panic gives this fear permission. It transforms gossip into social concern, suspicion into righteousness, and parents into monstrous beings, not changing their appearances in the slightest.

Because this is Jackson, IL, the choice of setting is critical. Where in a grand gothic landscape, the supernatural would sprawl. Here it is concentrated in the small-town Midwest. Everyone knows someone; everyone is related to someone; there are always witnesses to secrets; and there are always connections between the town monster and this place, even if no one has figured them out yet.

The ghost is not just a ghost. She used to be someone's sister, student, patient, or an innocent victim of a horrible event. The hag is not a creature that came here to terrorize. She may be an aunt, a landlord, a neighbor at church, the one whose home everyone avoids because of some terrible sin, or the very reason that three generations of women in one family never drink tea after dark. Local legends are not just myths. They are a necessity. People share their tales with such inaccuracy because the truth demands too much action.

Here is the haunted Midwest I imagine for Jackson: the place familiar enough to evoke a sense of security, and unfamiliar enough to hint at inherent dangers.

It is the time that makes the adventure unique as well. 1986 is not chosen by coincidence, although the brand recognition factor cannot be denied. It represents not nostalgia, but distance in time. No smartphones, GPS systems, online investigations, instant messaging apps, or fast transportation are available for the characters. If something terrible happened at night, they needed a phone line, a bicycle, a car, a payphone, or the guts to go to see it.

Rumors spread quickly, but not evenly. Information is stored in filing cabinets, yearbooks, church hallways, newspaper archives, and the library collection.

Which means that all the investigations are hands-on. The characters have to move from place to place, talk to people, and expose themselves. Which is important because in Jackson, IL, knowledge is bound to a place. The public library is important not because it is there, but because it has archived newspapers. The occult shop is valuable not for supplies but for the chance of someone seeing a teenager there. The school is necessary because almost everyone in town once studied there and left something behind. And the cemetery is crucial, because names are inscribed in stone, but not necessarily in the right manner.

As you remember, the power of the witch in Advanced Witches & Warlocks is bound to fantasy conventions and expectations. It is associated with danger, complexity, and power. Magic comes at a price. It creates bonds and produces unexpected results. In Jackson, IL, everything is different because the flow of magical powers has changed. 

This is the reason why these two projects complement each other.

While the Advanced Witches & Warlocks focuses on how witches look in a classic AD&D fantasy world, Jackson explores how a sixteen-year-old witch attending a class on Tuesday morning realizes that her destiny is tied to something far older than the town.

I am not yet sure whether this second project will eventually lead to a full-fledged book. And it may take quite a bit of writing and effort, probably surpassing 80,000 words before I finally figure out the full vision, there is one thing that I am sure about.

Jackson, IL, is a perfect reflection. While the witch at the edge of the ancient village is the witch wearing the black cloak on the old road in Advanced Witches & Warlocks, the witch sitting quietly at the high school is the girl on the bus looking at the old road with fascination.

Because the fantasy witch and the teenage witch are not different.

They are reflections of one another through the glass.

Larina and Lars Nichols
Prof. Lars Nichols with his daughter, Larina
Mirror Shard: Larina, the New Girl Witch

Every good haunted school needs a new girl.

It is one of the staples in teen horror literature and movies, and yet it works so well because it is not a gimmick. From Buffy Summers arriving at Sunnydale High to start a new life to Sarah Bailey transferring to a new school to become the missing fourth link in a teenage coven. The new girl arrives in the adventure exactly when it is born in the audience member's mind. The new girl does not yet understand the rules of the game, so we get to learn with her.

This is important in a horror RPG.

The long-time local heroine already knows what is better to remain unsaid. She knows the forbidden hallways, the names of the families whose conversation must be cut abruptly, and the teachers whom one has to joke with and not argue. She was taught by experience. While she may not fully believe in the town tales, she knows what they are about or at least what to avoid.

The new girl doesn't know anything. Not yet, at least.

  • She wants to know why the third-floor room is locked all the time.
  • She is curious why no one ever swims in the creek downstream.
  • She wonders why there is a gap in the school's trophy case.
  • She would like to understand why the librarian keeps local histories in the drawers rather than on the shelves.
  • She would like to know why people fall silent whenever someone mentions "Mauvaisterre" or "Blackthorne."

This makes her useful. This also makes her dangerous.

The character of Larina fits the concept perfectly because she is known and unknown. We know where she can evolve into. The Witch Queen. The occult historian. The redhead witch, who wears black and purple clothing and stands in the way of the bad things trying to get into our world. 

But this is not the case in Jackson, IL.

Larina might have just moved into town because of her father's transfer to the college. She might be a newcomer attempting to blend into normality, failing to do so by noon. She might already be aware that ghosts exist in her town, but she has yet to comprehend their meaning. The other students might consider her creepy before she even introduces herself.

This is useful at the table.

The role of Larina as a New Girl Witch is not to figure out the details for players but to expose the mysteries by noticing things that everyone else failed to see or has learned to ignore.

I use Larina here because she is a great character for me. She is a stand-in, though, for any character the players bring to the table. 

  • She observes the reflection's weird movement.
  • She listens to a ringing of the bell that no one else can hear.
  • She realizes that a stray cat hanging around the school has come there with a specific purpose.
  • She discovers that the dead girl haunting the school bathrooms knows her name.
  • Her first lesson of magic is not about casting a spell.
  • It is about revealing her to the supernatural world.
  • The ghosts can see her.
  • The entity residing beneath the railroad tracks sees her.
  • The teacher who has not aged since 1769 sees her.
  • So do students who needed reasons to regard her as creepy.

So use the New Girl Witch when you want to start your campaign with a supernatural revelation. She can be a player character, NPC, rival, friend, or a stranger whom the other characters need to trust or not.

And just like the PCs, she does not have to know everything.

She just has to know enough to be scared.

Tuesday, May 12, 2026

Jackson, IL: Am I Evil? NPCs of the Satanic Panic

Last week, I talked about running two different 80s-style teenage horror campaigns. My Sunny Valley, OH game with Dark Places & Demogorgons and my current Jackson, IL one with NIGHT SHIFT

Evil Characters from 1985

I had such a good time talking about it that I wanted to explore these two games together some more. But the trick was finding a good pivot point for both of them. I started thinking, what do these two games have in common that I can really exploit for the 1980s? I came up with too many ideas to be honest, so I started thinking about characters. I decided my frame was going to be the Satanic Panic.

My Mother was a Witch

I recalled that the Dark Places & Demogorgons had a "Black Witch" class. In all my past witches for Sunny Valley, I used the White White class, naturally; all my witches tend to be "good." But I wanted to try something new. So I went to the Dark Places & Demogorgons Players Options & GM's Guide, and checked out their magic classes. I also looked into the Dark Places & Demogorgons Players Ultimate Edition for the Mystic Class. Both are great, really, the mystic is closer to the Mystic found in other Bloat Games products. I tried both, but to jump to the end of this, I went with the Black Witch.

On the O.G.R.E.S. side of things, I pretty much knew I wanted to try out the Sorcerer class from Wasted Lands, not that the class is all that different from the witch class; I did want to use some of the Heroic Touchstones from the Wasted Lands game. Again, long story short, I went with the witch and the sorcerer, but I could have stuck with the witch alone.  I did give them an Heroic Touchstone each, migth end up giving them some others later on. Both NPCs are more powerful than anyone character, that is by design. It also fits their backgrounds better.

I ended up with two NPCs and four character sheets. 

These two are going to be central in my Satanic Panic adventure that is going to pop up later on. How later? Well, game-wise, it is going to be Spring 1986, whenever I get to that. Currently, it is just before the 1985 Christmas break. One NPC is a central cause, the other will be a catalyst.

For these, I wanted to try and get each version as close to the other as I could so it felt like playing the same character in each game. 

Moria Elizabeth Zachary

Moria looks like a good girl. She attends the "other" school in town, St. Michael's Catholic High School. She will interact with the PCs either because she comes to take classes at Jackson Public High School (typically something like Calculus or another math class) or because one or more of the PCs have to go to her school (to take advanced Latin or Greek). This actually happened a few times in my own hometown. 

Moria is unassuming and very pleasant. She stands all of 5'1" and looks like the textbook definition of "harmless."

Moria Elizabeth Zachary

Trouble is, Moria Zachary is really a half-demon. Her mother was a witch from Sunny Valley, OH, and she moved here. Her father, well, he is not a local. Not to anywhere. He is a demon. Moria has moved her with her "Hellhond larva" dog and wants to stir up trouble now in Jackson. OR if you are using her in DP&D, then she is from Jackson and has moved to Jefferson Town.

Moria Zachary is a "mirror shard" of my own Moria Zami, who in my AD&D game is half-devil. Her job here is not to convince the characters to do evil, but to convince them that tools of "Good" are never going to be enough to stop what is coming, and they will need to "color outside the lines" in order to get things done. Moria doesn't care (and maybe doesn't even know) about the Hollow King. She wants the characters to commit evil acts to fight other evil creatures. In either case, Moria gets what she wants, and this is more evil. Her particular favorite is to corrupt other witches and turn them to evil. Failing that, any psychic class or sage is good. She avoids trying to convert theosophists and spirit riders if she can. Not that they are difficult, but they are no fun.

Moria Zachary & Mephisto Fleas
Moria Zachary (NIGHT SHIFT)
3rd Level Witch, Infernal

*Background: Infernal (half-infernal)

Base Abilities
Strength: 14 (+1) 
Agility: 15 (+1) 
Toughness: 16 (+2) N
Intelligence: 14 (+1) N
Wits: 12 (+0) 
Persona: 20 (+4) A

Fate Points: 1d6
Defense Value: 9
Vitality: 19

Degeneracy: 1
Corruption: 0

Check Bonus (A/N/D): +3/+1/+0
Melee Bonus: +0 (base) 
Ranged Bonus: +0 (base)
Spell Attack: +2
Saves: +3 to Spells and Magical effects (Witch) +3 to Wits saves (Infernal background).

Feed (Infernal): Must get witches to cast "evil" rituals

Witch Abilities
Arcana, Arcane Powers (1): Innate Magic: Glamour

Witch Spells
First Level: Black Flames, Magic Missile
Second Level: Defile

Heroic Touchstones
2nd Level: Mystic Senses (Sense Witches)

Archetype: The Half Demon, false friend, witch rival
Quote: "I’m not trying to make you like me. I’m trying to make you stop hating the part of yourself that already does."
Quirks: Looks harmless, sweet, and innocent.
Theme song: "Am I Evil?" - Metallica

Familiar: "Mephisto Fleas"

---

Moria Zachary (Dark Places & Demogorgons)

Class: Black Witch
Level: 3
Alignment: Evil 
Languages: English, Latin, Greek, Infernal
Age: 15

Attributes
STR: 14 +1
INT: 14 +1
WIS: 12 +0
DEX: 15 +1
CON: 16 +2
CHA: 20 +4
SUR: 18 +3

AC: 10     HP: 23    Attack Bonus +1

Courage: 4
Critical: 3
Death: 5
Mental: 5
Poison: 3

Background
Parents are cultists

Class Abilities
+1 to saves involving magic

Skills
Art +3, Math +4, Science +4, Knowledge (Magic) +5, Paranormal +4, Botany +3

Possessions
Rosary with inverted pentagram, Hellhound Larva "Mephisto Fleas."

Money: $50

Spells
Minor (3), Major (1)
Glammerd Appearance, Magical Insight, Burning Ash hands,


Darren "The Sorcerer" Vale

Darren is different. He is a second cousin to one of my witch NPCs, Stephanie Vale. His family has money, but not as much as Stephanie's. Darren is also a little creep. I'll admit I wanted to make him out every negative stereotype of an 80s gamer I could. Because, let's be honest, we all knew/know someone like Darren growing up. That guy who would say something so profoundly stupid, sexist, or racist that you couldn't believe he was at the same table as you. 

Darren is also interested in witches, but not like Moria is. Darren will say stupid shit like "you know, witches are supposed to love guys named 'Darren'" and then laugh at his own cleverness. 

Darren "The Sorcerer" Vale

So in the world of Jackson, IL"Dungeons & Dragons" was not the Greatest Fantasy RPG in the world. No, everyone plays Spellcraft & Swordplay. That is, except for Darren now. He has just been kicked out of the Jackson Public High School S&S Club for making other players uncomfortable, especially group members Paul, Amy Jo, and Kevin. All four used to get together to play on Friday nights, where discussions would drift into typical gamer talk of "Excalibur" the movie vs "Mists of Avalon" the novel, and how they could replicate the feel in a game. Paul, Amy Jo, and Kevin would want to have a fun but serious discussion; Darren always made it weird. 

Darren is one of those guys who got moved up a grade early on and never really caught up emotionally with his peers. He also became one of those kids who felt intelligence equaled superiority, and because he was a little smarter, he thought that made him better than everyone else. He is jealous of everyone in his school. It is not until he notices the supernatural (or maybe the Supernatural notices him as easy prey) that his jealousy really flares. In particular, why does his cousin Stephanie have power? Or why does a loner like Faye? Or fellow "gifted kid" Larina? He has something in common with all three of them, but he has no power of his own. He dismisses them as flukes and makes excuses for his own lack of power by saying he could have it if he tried. Well, something in the dark answers him.

Darren goes from a 0-level human to a 4th-level Sorcerer/Black Witch almost overnight. Something is granting him power. 

Yeah, maybe I should have called him "The Warlock" but the Stevie Nicks song "Sorcerer" was a big enfluence on this character, and *my* nickname was "Web Warlock" for a long time. And to quote that great hunter of the supernatural, "I'm not with this asshole."

Darren "The Sorcerer" Vale
Darren Vale (NIGHT SHIFT)
4th Level Witch, human

Background: Nerd

Base Abilities
Strength: 9 (+0) 
Agility: 9 (+0) 
Toughness: 10 (+0) 
Intelligence: 18 (+3) A
Wits: 12 (+0) N
Persona: 11 (+0) N

Fate Points: 1d6
Defense Value: 9
Vitality: 15

Degeneracy: 3
Corruption: 0

Check Bonus (A/N/D): +3/+2/+0
Melee Bonus: +0 (base) 
Ranged Bonus: +0 (base)
Spell Attack: +3
Saves: +4 to Spells and Magical effects (Witch) +2 to Int saves (Nerd background).

Witch Abilities
Arcana, Arcane Powers (2): Innate Magic: Glamour, Innate Magic: ESP

Witch Spells
First Level: Magic Missile, Protection From Good, Chill Ray
Second Level: Invoke Fear, Beguile Person

Heroic Touchstones
2nd Level: Mystic Senses (Sense Witches)

Archetype: The Misanthrope
Quote: "You can't begin to comprehend my power!"
Quirks: Dresses in nice, expensive clothes but is ill-kempt and generally unhygienic.
Theme song: "Sorcerer" - Stevie Nicks


---

Darren Vale (Dark Places & Demogorgons)

Class: Black Witch
Level: 4
Alignment: Evil 
Languages: English, Latin, Greek
Age: 16

Attributes
STR: 9 +0
INT: 18 +3
WIS: 12 +0
DEX: 9 +0
CON: 10 +0
CHA: 11 +0
SUR: 15 +1

AC: 10     HP: 20    Attack Bonus +0

Courage: 3
Critical: 4
Death: 4
Mental: 6
Poison: 4

Background
Obsessed with Magic and the Occult

Class Abilities
+1 to saves involving magic

Skills
Computers +3, Art +1, Math +4, Science +4, Knowledge (Magic) +4, Paranormal +4, Electronics +2

Possessions
Well-thumbed copy of The Necronomicon with notes and penciled-in "corrections."

Money: $150

Spells
Minor (5)
Blind, Charm, Dark Blast, Pain Touch, Read Minds

Darren is not supposed to be a nice guy; in fact, he is dangerous. He will use his "blind" magic on Amy Jo, and likely his "pain touch" on Kevin or Paul.  BUT I am not sure if the characters should kill him. So, in any case, his demonic (or whatever it is) will abandon him in the end, leaving him dead or insane.

His parents never really paid him any attention before, but after this, his mother will go on a crusade against the evils of RPGs, creating the group P.A.S.S. or Parents Against Spellcraft & Swordplay.

P.A.S.S. Parents Against Spellcraft & Swordplay

The Satanic Panic

Both of these characters will stir up trouble in my upcoming Satanic Panic adventure. At some point, Moria will go missing, and the students will blame the occult (which is kind of true, in a way). Darren will end up either dead or insane, and his mom will blame Spellcraft & Swordplay (sorry, Jason!). Things will escalate when Darren's mom confronts Sylvia Velasco at El Espejo Oscuro. Sylvia refuses to stay silent. "I sell candles to fools every day. I do not sell knives to children. And I sure as hell did not sell real magic to that pendejo. Your son wanted girls without their consent and power without discipline. That did not come from my shop." Because of this, the mob ends up burning down El Espejo Oscuro.
I haven't worked out all the details for that adventure yet, except that Sylvia will be the obvious target and it will take place after the Hollow King arc. There's still time. I wanted to introduce these two now so both the players and their characters get to know them early. That way, it won't feel like a random new NPC shows up and is automatically innocent.
I want to make it clear that Moria and Darren aren't supposed to be surprise villains who suddenly appear out of nowhere. I want my players to meet Moria ahead of time, maybe seeing her smiling in the hallway at St. Michael's. Darren might be seen hanging around El Espejo Oscuro, making people uncomfortable and acting like it's just a coincidence.
To put it simply, Darren helps me show what NIGHT SHIFT characters are like in Jackson. In RPG terms, it might be easy to just label Darren as 'Evil' and move on. But that wouldn't create the atmosphere I'm aiming for. Darren is dangerous, not because he plays fantasy games or is interested in the occult or magic. Paul, Amy Jo, and Kevin do those things too, and they're good kids. Darren is different because he wants power over others, and he thinks magic will help him get it. At least, that's his plan.
This difference is at the heart of my Satanic Panic adventure.
Even though the Satanic Panic is always driven by hysteria, my adventure will have some real reasons behind the chaos. Something bad will happen and people will get hurt. Maybe Darren will die, or maybe he'll survive but end up in the State Hospital. Moria's disappearance could set off a chain reaction, spreading trouble through the neighborhood. The main point is that scared adults will look for easy answers, blaming games, books, music, occult shops, and any teenagers who seem different. This will eventually lead to the real fire at El Espejo Oscuro.

I don't have everything figured out just yet, but it is going to be a blast. Moria and Darren are going to help me out.

Crossover?

I am considering a crossover between my Jackson, IL, game and my Sunny Valley, OH, game, but I have not figured out how that will work just yet. They are about 420 miles apart. I DO have a pivot point, my witch Larina is an NPC in both game universes, she could use magic IF I think these games are in parallel universes. But that feels a little like cheating if I am being honest. 

Night Shift Larina meets Dark Places & Demogorgons Larina
Night Shift Larina "Nix" meets Dark Places & Demogorgons Larina "Creepy."



Tuesday, October 7, 2025

October Horror Movie Challenge: The Conjuring (2013) - The Conjuring Series

The Conjuring (2013)
The centerpiece of the Conjuring Universe, the one that started it all.

The Conjuring (2013) - Conjuring Timeline 1968-1971 

Ok. There is lot going on here. Patrick Wilson and Vera Farmiga star as real-life couple and demonic investigators Ed and Lorraine Warren. The Warrens' investigations also gave us the Amityville Horror story and film franchises. Maybe I should have included them in this. Nah.  Lorraine Warren even makes a cameo appearance in this movie, before her passing in 2019. 

First off, Patrick Wilson and Vera Farmiga are both fantastic. I have enjoyed everything they have been in even when the surrounding movie was terrible.  This movie is not terrible. 

And honestly, the whole cast is fantastic.  Ron Livingston and Lili Taylor as the Perron parents, and Joey King as one of their daughters. All also based on real people. 

The Annabelle sub-plot is only the prologue to the main tale. 

By 2013, the haunted house genre seemed played out, but this movie really revived it. Revived isn't right, it brought back to life. And there are a lot of great scares here. The demon grabbing Christine's leg is certainly going to give someone nightmares. 

We learn the house is cursed by an accused satanic witch who killed her baby and herself in a satanic ritual at 3:07 am, when all the clocks stop. 

What makes The Conjuring stand out is the execution. James Wan stages his scares with precision. Long takes, creeping camera movement, and subtle sound design build tension until it’s unbearable and then the hammer drops. The clapping game in the cellar remains one of the best set pieces in modern horror, not because of gore or CGI, but because of its timing and restraint. 

When things happen, they happen all at once. 

Oh this place is haunted haunted

Turns out the place is full of ghosts and demonic forces. 

There are a lot of parallels between this and Steven Spielberg's Poltergeist. You would be excused if you thought  they were based on the same story and told from very different points of view. 

NIGHT SHIFT & Occult D&D

There is no end of material for either my Occult D&D and NIGHT SHIFT. I mean, this is a NIGHT SHIFT campaign right here. Ed and Lorriane are by the rulebook occult scholars and a psychic. The scene where the occult investigators come into the house is fantastic and feels like found footage.  Not to mention, there are more secret rooms in this house than in a Gygax dungeon.


October Horror Movie Marathon 2025


October Horror Movie Challenge 2025
Viewed: 8
First Time Views: 6

October Horror Movie Challenge: Annabelle (2014) - The Conjuring Series

Annabelle (2014)
Now we come to the first proper sequel, or prequel to the Conjuring universe, 2014's Annabelle. 

Annabelle (2014) - Conjuring Timeline 1968-1970

Ok, now we are in the 1970s, the start of the modern Satanic Panic. 

There is an attempt here to connect this all to the Manson Family murders, which I understand was an inspiration for some part of this series.

John and Mia Form (Ward Horton and Annabelle Wallis) are a new couple and Mia is very pregnant. John gives her a gift of the Annabelle doll. 

We are treated to a scene later, Mia's point of view of the adopted Janice, aka Annabell, from Annabelle: Creation, killing her adoptive parents. The killers come next door and attack Mia and John. One of the killers kills herself, holding the Annabelle doll.  We do learn that the killer was Janice/Annabell. Is the doll the same one as in A:C? No idea, but we do know they were all made by Samuel Mullins.

The predictable spookiness starts. BTW, this series does a lot to make rocking chairs scary. The sewing machine was stressing me out, too. My mom was a seamstress, and she used to run needles through her fingers all the time. The TV going out was too much like Poltergeist. 

The actors are not great, save for Alfre Woodard and Tony Amendola, who are both always great. To be fair, Ward Horton and Annabelle Wallis are not given a lot to work with. 

I had heard that this was the weakest link in the series, and I can see that. It is certainly not as good as Annabelle: Creation. The movie is slow, unnecessarily so, really. Annabelle: Creation really redeems this series so far. 

NIGHT SHIFT & Occult D&D

You know I love 1970s occult horror, and there are plenty of ideas here, even if the movie itself didn't fully take advantage. 


October Horror Movie Marathon 2025

October Horror Movie Challenge 2025
Viewed: 7
First Time Views: 6

Friday, October 3, 2025

October Horror Movie Challenge: Late Night with the Devil (2023)

Late Night with the Devil (2023)

 Oh. Now this one was so good. I had been waiting to do this one for a bit, and it did not disappoint. 

Late Night with the Devil (2023)

Late Night with the Devil (2023) is one of those movies that grabs you from the very start and doesn't let you go until the very end. It takes the form of a “lost” late-night talk show broadcast from Halloween night, 1977, and gradually descends into chaos, possession, and live-on-air damnation. It is rather great to be honest.

The always amazing David Dastmalchian gives the performance of his career (so far) as Jack Delroy, a talk show host desperate for ratings. He is part Carson and part Jerry Springer. His Halloween special promises seances, psychics, skeptics, and, of course, Lilly D'Abo, the young survivor of a Satanic cult. Played with equal amounts of innocence and horror by newcomer Ingrid Torelli. As the broadcast unfolds, things start to go very wrong. The brilliance of the film lies in its commitment to the format: the cheesy set, the awkward banter, and the canned applause, all slowly giving way to dread as the occult elements seep through the cracks. The cinematography is an art of its own. The on-set show, the backstage, the unfolding horror, all seen via a different lens.

What makes it work is the restraint. For most of its runtime, the horror is suggestive: a flicker on a monitor, a sound from offstage, a psychic’s nervous glance. Then, when the supernatural finally takes the stage, the gloves come off. By the finale, we’ve left the safety of “TV land" and "Standards and Practices” and plunged into something raw and terrifying.

Thematically, it hits a sweet spot. It’s about the start of the 70s Satanic Panic, the exploitation of trauma for entertainment, and the cost of ambition. But it never feels preachy, it’s too busy building atmosphere and keeping you glued to the screen. Dastmalchian is excellent, walking that fine line between smarmy showman and desperate man circling the drain.

There is no way this movie would have been as good as it was without the talents of David Dastmalchian. Though even then it would have been good. This one is my favorite movie of the challenge so far. 

NIGHT SHIFT

Found footage is a great tool. We saw this in "The Blair Witch" and now in "Late Night." Found footage of, well, anything, is a great hook. Found footage of demonic possession? That's a golden hook.

Occult D&D

This movie is the Occult era gift wrapped. It is the start of the modern occult era, so to speak, and everything I want to try to capture here. I love it.

 

October Horror Movie Marathon 2025

October Horror Movie Challenge 2025
Viewed: 4
First Time Views: 3