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Wednesday, July 22, 2026

Witchcraft Wednesday: The Threefold Goddess Tradition

 With Advanced Witches & Warlocks, I have had in mind a certain goal: to give the witch traditions the weight of actual occult practice. I do not want it to be a matter of "this witch has fire, that one has healing." There is more to it than that; it is about how one comes to terms with magic and divinity, with their coven, the world, and the self.

In pursuit of that, I have been drawn back to an old friend of my witch material, the Triple Goddess.

"Maiden, Mother, Crone" by Ben Honeycut
"Maiden, Mother, Crone" by Ben Honeycut

For some time now the Maiden, Mother and Crone have served as my way of putting the threefold form of the Goddess into words. It is a familiar shorthand that says something essential about the craft. Yet as I put in the work on Advanced Witches & Warlocks, I came to see that this was no longer an idea or conjecture to be just a background notion. It could stand as a tradition in its own right.

Hence The Threefold Goddess Tradition.

It is not to be confused with a neo-Pagan convenience or the simple equation of witches worshipping Diana. Nor is it only a Triple Moon affair, though the moon holds center stage. What I am building is a framework, both magical and theological, by which a witch can make sense of many goddesses and many kinds of magic under one sacred pattern.

So I am going to steal a LOT from the Christian Trinity. Consider the contradiction:

The Goddess is the Maiden, the Mother, the Crone.

And yet the Maiden is not the Mother, nor the Crone the Maiden. All are the Goddess.

There is no problem with that. The point is precisely there. I am perfectly happy with contradictions.

I call it the Threefold Sign. One might be tempted to take the logic of the Shield of the Trinity diagram – where each is God but not the other, and apply it here. And the logic would hold up. But the visual language would be off. This is not Christian theology in a black dress with a moon pendant. It is witchcraft and requires a witch’s symbol.

So we use something on the order of a triquetra, or three circles interlinked. In the overlap of two you will find their mysteries touching; where the three come together is the Mystery of the Goddess herself, beyond any name.

Triquetra

Some covens will inscribe the words Maiden, Mother, Crone in those circles. Others will put the names of goddesses there, or three moons (crescent, full, dark), or perhaps three ravens, three keys, three wells. The symbol is meant to instruct the initiate that while the Goddess is whole, her faces are not to be conflated. The Crone is not simply an aged Mother, nor the Maiden a young one. They are distinct, they are complete, they are divine. They are unique and they are unified. Like I have said before, I like my gods messy.

To treat it as a puzzle is to miss what is happening. It is a mystery for the witch to enter into.

The most usual expression of the tradition, of course, is to honor the Goddess as Maiden, Mother and Crone. 

One might call the Maiden the start of things. She is the first step and the new moon, the road left untraveled. She is the huntress and the girl in the woods, the rebel and the initiate, the question put to you that no one wishes to hear. There is a danger in her youth; she is not without power but is perilous in her becoming. The Maiden is the threshold and the keeper of the threshold. Through her there is deeper understanding of the beginning. 

The Mother represents fullness. Think of the full moon, the hearth, or the field. She is the queen and the lover, the teacher and the protector, the witch at the coven’s heart. She has the power to create and to bless, yet do not mistake her for being soft. Those who consider the Mother harmless have never been on the receiving end of a mother defending her young.

Then there is the Crone, the ending and the memory. She is the waning and dark moon, the graveyard and the crossroads, the winter and the final spell. She is the truth from which there is no escape. Feared for what she knows and honored for what she remembers, she is the keeper of ghosts and curses and all final wisdom.

In concert they are the cycle of birth, life, death and rebirth. It is a cosmology I have used for a very long time. Witches do not tend to view death as some sort of reward or punishment; to them it is part of the great turning, along with rest and rebirth. The Crone is not an end to the story so much as the one who readies the soul to start over. This is also the same reason why my witches can't be raised from the dead.

I have found a particular utility in what I term the Lunar Mask. In my campaign notes, there was a moon-priestess who came to see a deeper pattern in the goddesses she revered. She did not forsake her faith, but understood her goddess to be but one aspect of something older and more complete.

For Advanced Witches & Warlocks I cannot employ deity names from other published settings, though I have no need to. Our own real-world mythic structure is far superior. So for the Lunar Mask I have settled on:

Diana as the Maiden. The crescent moon and the silver bow. She is the wild wood and the fierce independence of the untamed, the arrow in the dark and the way into the forest.

Selene as the Mother. The luminous presence and the dream-giver. She is the tide of blessing, the lover, the full moon shining down on everything.

Hecate as the Crone. The torch and the key, the ghost road and the witch-night. She is the figure at the crossroads where the living must make their peace with the dead.

This serves as a clean substitute for the triad in my own play and is more broadly useful for the book. It also allows for a clear delineation between the larger tradition and individual covens. One coven may give its honors to Diana, Selene and Hecate; another will have different names for the same Threefold Goddess Tradition.

Triple Hecate by William Blake

The Triple Moon Goddess Heresy

I find the notion all the more compelling here.

During a recent campaign discussion, I put forward the concept of a priestess who makes an unsettling discovery: the moon goddesses of her world are not distinct and unconnected powers as she has been taught. Rather, they are three aspects of some deeper lunar enigma.

The temples would call it heresy. The witch calls it revelation. One has to make that distinction. This is no case of a goddess making a thunderous appearance to confirm you are right, nor is it a tidy prophecy. It is a matter of scholarship and risk, of intuition and ritual. The priestess will pore over old songs for matching symbols or spot the same moon-shape in the carving above a long-forgotten door. She hears how a forbidden hymn in one temple is answered by the orthodox prayer of another. She starts to think the line drawn between the goddesses is not so much false as it is incomplete.

That is the sort of heresy I have for my witches. Where a cleric is content to uphold the temple’s version of the truth, a witch wants to know what the temple has left out.

In this way the "Triple Moon Goddess Heresy" can be made to work for the Threefold Goddess Tradition. It is not something every coven must accept, nor does it have to be true in every campaign. But it puts a fine tension on the tradition. For the Threefold Goddess is not simply a matter of old women in the woods with their rites; there is a dangerous theology to it. A witch-priestess might look at three rival temples and tell them they are all correct but have no idea why. That is very much in keeping with a witch.

Beyond the Moon

I am inclined to stick with The Threefold Goddess Tradition as the name precisely because I do not want to confine things to moon goddesses alone.

There really is no better symbol for the witch than the moon. It is the perfect sign in that it can change its shape and yet remain itself; it vanishes and comes back again. It is the ruler of tides, night, magic, madness, and fertility.  The connections are so deep and so ancient I'd be a fool to fight them.

But the Threefold Goddess is a bigger entity than the moon. Other covens will have their own triadic powers to honor her with. A Brigidine coven might see her in poetry, healing and smithcraft, three flames to one fire. Or a Morrígan coven in battle, sovereignty and prophecy, which is to say three ravens and one fate. A Hecatean coven could honor her at the road, the threshold and the grave; a mystery cult as maiden of descent, mother of grain and crone of the underworld. A coven of fates may view her as Clotho the Spinner, Lachesis the Measurer, and Atropos the Cutter. 

They are not the same coven, and they are free to disagree, even to charge one another with misapprehending the Goddess. Again, I have no objection to such contradictions when it comes to divinities. If anything, it gives the tradition an older, more vital feel.

The Daughters of Aradia

This also provides a good home for the Daughters of Aradia, a tradition I have been working on. I had considered them a tradition of their own, and they can still be, but this fits well enough. I have come to the view that they are better suited as a sub-tradition of the Threefold Goddess, or perhaps a coven of some power and mystery. In any case, their take on the threefold pattern is not the same as the Lunar Mask.

Under this arrangement, Diana is the Moon-Mother and wellspring of witchcraft; Aradia the Daughter, the liberator and teacher sent out into the world; Hecate the Crone, holding the night roads and what power is hidden from view. It is a more pointed and politically charged stance for the Daughters of Aradia. They are not simply moon witches but agents of resistance, secrecy and teaching. Their myth holds that mortals were given witchcraft to stand up to tyranny as much as to bless and heal. 

Do they get along with witches of the Lunar Mask of Diana-Celene-Hecate? Some might, others might think their way is right, and the other is a dangerous cult of apostates. Can't wait to have some arguments at my table on this. 

You will not find the quiet feel of a lunar coven of seers here, yet there is no reason both cannot exist under the wider umbrella of the Threefold Goddess Tradition. That is the kind of thing I am after in Advanced Witches & Warlocks. A tradition should be specific enough to give rise to strong covens and rivalries, but broad enough to serve as the basis for many characters and adventures.

Larina's Triple Goddess Tattoo
Using This in Advanced Witches & Warlocks

For the purposes of the book, I would make the Threefold Goddess Tradition one of the principal ones. Mechanically, its witches are adept at divination, protection, healing, charms, dream work, transformation, curses, and dealing with spirits. There is a synthesis and mystery to their power that you do not get with the rigidity of the High Secret Order, the wildness of faerie ways or the grimness of the Daughters of Baba Yaga.

Their special abilities ought to reflect the threefold nature:

  • The Maiden for courage, movement, discovery and warding off fear.
  • The Mother for fertility, guardianship, healing and the protection of the coven.
  • The Crone for prophecy, spirit speech, death-wisdom and defense against necromancy.

When a witch of this tradition reaches a certain level, she can call on the hidden center of the Threefold Sign. Not as Maiden or Mother or Crone but as the Goddess in her Mystery. It should be a rare and potent thing, bound up with the moon or some rite of initiation. Her highest Occult Power.

It also provides good material for roleplaying. A Threefold witch might be a midwife in one village and a forbidden priestess in the next. She could be put in the position of having to defend herself against accusations of heresy or syncretism, carrying three holy symbols and declining to offer clerics who want clean doctrine any explanation.

That is how I want to set witch religion apart from the clerical sort. Clerics have their temples and orders to serve their gods. Witches come to the divine through bloodlines, signs, dreams, and the mysteries of the coven, things that do not always conform to temple law. Witches are not just clerics with better fashion sense and killer eyeliner.

In the end, the Threefold Goddess is not three, nor is she one in any simple way. She is the Maiden, the Mother and the Crone. The moon is merely the sign by which we have learned to know her.

Three circles. One mystery.

Links

Tuesday, June 16, 2026

Ravenloft: The Horrors Within

Ravenloft: The Horrors Within
We are back in Ravenloft. Again.

And honestly, I am happy to be here.

I have talked about Ravenloft a lot over the years. A lot. I have covered the original I6 adventure, the 2nd Edition boxed sets, Realms of Terror, Domains of Dread, the 3rd Edition Ravenloft books, and into the 5th edition era with Curse of Strahd, Van Richten’s Guide to Ravenloft, and more. Ravenloft is one of those settings I keep coming back to, not because I have to, but because it keeps speaking my language.

That language is Gothic horror.

More specifically, it is Universal Monsters, Hammer Horror, Dracula, Dark Shadows, foggy roads, terrified villagers, cursed castles, and vampires who are more than just another entry in the Monster Manual. That has always been part of my Appendix N. So when I first encountered I6 Ravenloft, it was not just another AD&D adventure to me. It was D&D finally doing something I had always wanted it to do. It wasn't Tolkien. It wasn't Conan, or any of the other books and tales people assume we read before encountering D&D. It wasn't the usual dungeon crawl. 

It was a Hammer Horror film with dice. It is what I always wanted from D&D.

Count Strahd von Zarovich mattered because he was not just a vampire. D&D had vampires before Strahd (hello Belgos), but Strahd was different. He had a history. He had a motive. He had a personality. He had a castle, a village, a tragedy, and the sheer theatrical arrogance to make the whole thing work. He was intelligent, ruthless, and absolutely convinced that his own damnation was someone else’s fault.

That is Ravenloft. Or at least, that is the beginning of Ravenloft. 

The setting has changed many times since then. And really, if you have been reading this blog for any amount of time, you know all of this. But...It became a full AD&D 2nd Edition campaign world. It got its own boxed sets, its own domains, its own dark mythology, and eventually its two 3rd Edition and 3.5 Edition versions. It came back in 5e with Curse of Strahd, and then in 2021 with Van Richten’s Guide to Ravenloft. Every edition has changed it, sometimes in ways I liked and sometimes in ways I had to think about for a while. But I have always believed that Ravenloft can survive reinterpretation. Horror does that. Dracula gets remade (and remade and remade). Frankenstein gets remade. Werewolves, ghosts, witches, haunted houses, and cursed families all get remade. Every generation gets a new set of horror classics to call their own. 

Ravenloft follows suit.

That brings me to Ravenloft: The Horrors Within, the new Ravenloft book for the revised 2024 Dungeons & Dragons rules. Or 5.5e. Or D&D 2024. Or whatever we are all calling it now.

Ravenloft: The Horrors Within

This one is interesting because it is not really a replacement for Van Richten’s Guide to Ravenloft. It is more like the book Van Richten’s Guide needed beside it.

Van Richten’s Guide to Ravenloft was a book of ideas. The Horrors Within is a book of things to use at the table.

That difference is everything.

I liked Van Richten’s Guide to Ravenloft. I still do. I know some people wanted it to be more like the old 2nd Edition setting, with the Core, political borders, domain histories, and more of the classic campaign setting structure. I understand that. I love those books too. But I also said at the time that Van Richten’s Guide was doing something useful. It was not trying to rebuild old Ravenloft exactly. It was treating the Domains of Dread as a horror toolkit for modern 5e.

That worked for me.

It gave us Gothic horror, folk horror, body horror, cosmic horror, dark fantasy, ghost stories, psychological horror, and all the other nightmare flavors Ravenloft can support. It gave us advice for building Domains of Dread and Darklords. It let Ravenloft become more than Barovia and a few neighboring spooky countries. It also gave me the tools to build my own Darklord and my own domain, which I did with Darlessa, my Vampire Queen.

But Van Richten’s Guide also had gaps.

Ravenloft Source books for 5e

The biggest one was obvious: almost no Darklord stat blocks.

I understood the design philosophy. A Darklord is not just a monster. A Darklord is the dark heart of a domain. They are not always meant to be fought. Sometimes defeating them means surviving them, understanding them, resisting them, or escaping the story they have built around themselves. That is all true.

But this is still Dungeons & Dragons. 

Eventually, someone will say, "I attack Strahd." 

And then you need rules. I mean...sure, why not, they are going to lose, but let's roll some dice.

That is where The Horrors Within makes its strongest case. The new book gives us 17 Darklord stat blocks. Strahd. Azalin Rex. Lord Soth. Hazlik. Viktra Mordenheim. Chakuna. Ebonbane. And yes, Cthulhu.

I will get to Cthulhu in a bit.

The inclusion of Darklord stat blocks immediately changes the usefulness of the book. It means the Darklords are no longer just concepts, villains, or tragic centers of gravity. They are table-ready. They have mechanics. They can face the party, haunt the party, hurt the party, and hopefully do all of that in a way that reflects their curse.

Strahd Stat block

That last part matters. A Ravenloft stat block should not just tell me how hard the villain hits. It should tell me something about why they are damned.

  • Strahd should not be just a vampire with a better cape. (Though it is a cool cape.)
  • Azalin should not be just a Greyhawk lich with a Ravenloft address.
  • Viktra Mordenheim should not be just a mad scientist NPC standing next to a flesh golem. 

A good Darklord stat block should say, mechanically, "this is what obsession looks like when the Mists have finished with it."

That is what I want from this book.

The structure also feels different from Van Richten’s Guide. The 2021 book gave us a broad survey of many domains. The Horrors Within focuses on 16 featured Domains of Dread. That means some domains from Van Richten’s Guide move to the margins, including Bluetspur, I’Cath, Richemulot, and The Carnival. That will disappoint some people. It disappoints me a little, especially with Bluetspur, since I liked seeing Ravenloft stretch into alien horror.

Barovia

But I also understand the trade-off.

Ravenloft domains need space. They are not just countries. They are moral nightmares. A good domain needs a central sin, a Darklord, a curse, a population trapped in the consequences, and enough adventure material for the players to discover all of this the hard way. If focusing on fewer domains means those domains are more playable, then I can live with that.

And there are some interesting returns here. Sithicus and The Shadowlands bring back older Ravenloft material, including the sentient blade Ebonbane and that dark Arthurian fantasy mood that always sat well in Ravenloft’s broader horror geography. Darkon also gets more attention through Azalin Rex and Castle Avernus. That feels right. Azalin has always been one of Ravenloft’s most important figures, second only to Strahd in many ways, in my opinion. If Strahd is Gothic obsession, Azalin is intellectual arrogance, undeath, failed escape, and the refusal to admit that the cage may exist because of him.

That is Ravenloft, too.

The new player options are also very much part of the 2024 rules structure. We get seven subclasses: Reanimator Artificer, College of Spirits Bard, Grave Domain Cleric, Hollow Warden Ranger, Phantom Rogue, Shadow Sorcery Sorcerer, and Undead Patron Warlock. We get Dhampir, Hexblood, Lupin, and Reborn as species. We get backgrounds like Haunted One, Mist Wanderer, Investigator, and Spirit Medium. We get Dark Gifts rebuilt as feats.

The Reanimator Artificer also feels perfect for Lamordia. The Hollow Warden Ranger sounds like something that has spent too much time walking where the Mists are thickest. The Grave Cleric, Phantom Rogue, Shadow Sorcerer, College of Spirits Bard, and Undead Warlock all feel like they belong in this setting. Ravenloft player characters should feel like they have already been touched by something before the adventure begins.

That is where the Dark Gifts come in, and here is where I have my first real concern.

In Van Richten’s Guide, the Dark Gifts were strange, flavorful, and often story-heavy. They felt like bargains, curses, supernatural inheritances, or evidence that something had reached into the character’s life and left a mark. They were not always balanced perfectly, but that was part of their charm. Ravenloft should not always feel perfectly balanced. Sometimes the Mists give you exactly what you asked for and then make you regret the wording.

In The Horrors Within, Dark Gifts are rebuilt for the 2024 feat system. That makes them easier to understand, easier to balance, and easier to run. It also risks making them feel a little more like game widgets and a little less like curses. You know players will look to these as "rewards" and ignore the horror elements.

That is the trade-off of this book in miniature. It is more usable. It may also be a little less haunted.

The example that really sticks with me is the shift in how something like Symbiotic Being works. In older forms, that kind of gift depended on the relationship between the character and the entity inside them. The horror came from the story. What does it want? What does it whisper? What happens when you resist it? Now, by all accounts, the trigger is much cleaner and much more mechanical. Roll a 1 on a d20, and the thing stirs.

That is easier to run.

It is also less personal.

Now, I am not saying this is bad. New DMs need usable mechanics. Players need clarity. The 2024 rules have a design philosophy, and this book is clearly built to fit it. But Ravenloft is a setting where the messy parts matter. Horror is often found in the exception, the strange edge case, the thing that does not behave like the rules say it should.

So I will use these new Dark Gifts, but I already know I will be adding some of the old narrative teeth back in. Even if it means grabbing some older AD&D 2nd Ed material.

The Tarokka material, on the other hand, sounds like exactly the sort of thing I want. The Tarokka deck has been part of Ravenloft since the beginning. In I6, the Fortunes of Ravenloft gave the adventure replayability and mystery. In Curse of Strahd, the Tarokka reading became one of the defining ritual moments of the campaign. It is one of Ravenloft’s best props because it tells the players that fate is not abstract here. Fate has cards. Fate has a voice. Fate may be cheating.

The Horrors Within appears to give the Tarokka deck more mechanical weight in navigating the Mists and interacting with the domains. I like that a lot. That is exactly the kind of old Ravenloft idea that should be made more central, not less. If the Mists are the roads of Ravenloft, then the Tarokka should be one of the few maps that matters. 

Of course, in Ravenloft, even the map can betray you.

I also picked up the new Tarokka deck as well. I'll discuss that later on. 

The Haunted Bastions are another very 2024 idea that actually fits Ravenloft better than I expected. The 2024 Dungeon Master’s Guide introduced Bastions as a form of player stronghold or home base. In a normal campaign, that can mean a tower, keep, workshop, temple, or guildhall. In Ravenloft, that same idea becomes much more interesting.

A home in Ravenloft should never feel completely safe.

A gothic manor, a lonely chapel, a cursed observatory, a half-reclaimed castle, a witch’s house at the edge of the woods, a laboratory in Lamordia, or a sanctuary surrounded by Mists: all of these work as Haunted Bastions. But they should also come with a question.

What does the house want?

That is the Ravenloft version of a Bastion. Not just a base. Not just a reward. A relationship with a place that remembers things you wish it did not. I have been thinking a lot of places lately and what sorts of "things" they remember; geography as occult memory. This is the Ravenloft version.

The adventures are also a major point in this book’s favor. The Horrors Within gives us one-shot adventures tied to the featured domains. This is exactly the sort of thing Van Richten’s Guide did not do enough of. That book made me want to run Ravenloft. This one seems designed to let me run Ravenloft with less prep. Well...not that I need much prep for Ravenloft these days.

But it still matters.

I know I am an old-school guy. I like weird maps, strange presentation choices, moody boxed sets, and books that feel like forbidden travel guides. But I am also a working DM. A working DM appreciates ready-to-use material. Give me the Darklord. Give me the domain. Give me the map. Give me the adventure seed. Give me the monster stats. Then I can do the rest.

The maps are part of that. Van Richten’s Guide had evocative, conceptual maps. They helped define mood. The Horrors Within leans harder into tactical, full-color, VTT-ready maps. That is not always my preferred style for Ravenloft, but it is useful. And usefulness counts.

This is also where I think the book resembles Domains of Dread in a modern way. Domains of Dread was a late 2nd Edition Ravenloft hardcover that gathered the setting into a more complete reference. It was not the beginning of Ravenloft. It was a summation. The Horrors Within feels a little like that for 5e and 5.5e. Curse of Strahd gave modern players Barovia. Van Richten’s Guide gave them the new conceptual framework. The Horrors Within gives them the operational version.

That is a good place for it to sit.

Now, about Cthulhu.

Cthulhu

I am not opposed to cosmic horror in Ravenloft. Ravenloft has always been able to absorb different forms of horror. Gothic horror is the foundation, but the setting has room for mad science, ghost stories, mummy curses, slasher stories, folk horror, dark fantasy, witchcraft, haunted mansions, and yes, cosmic dread. Bluetspur already pushed Ravenloft toward alien horror. Lamordia has always had Frankenstein. Har’Akir has mummy horror. Sithicus has tragic dark fantasy. Ravenloft is not one horror story. It is a machine for making horror stories.

So, Innsmouth as a Domain of Dread? I can work with that. I think.

Elder Things, Mi-Go, Nightgaunts, and Shoggoths? Fine. Those are usable monsters, and I can absolutely see them crawling, flying, or oozing out of the Mists.

Cthulhu as a Darklord? That is where I pause.

Not because Cthulhu is too powerful. Power levels in D&D are always negotiable. The issue is conceptual. A Darklord is trapped by their own sin. The domain is a prison built around their desire, failure, crime, obsession, or refusal to change. That is intensely personal. Cosmic horror, at its best, is impersonal. The universe does not hate you. It simply does not care.

So if Cthulhu is a Darklord, then the book has to answer the Ravenloft question: what is the curse? What does Cthulhu want that the Mists deny? How does the domain torment him? What personal horror makes him fit the same metaphysical structure as Strahd, Azalin, Mordenheim, or Soth? We asked the same questions in the later 2nd Ed era, when Vecna ended up in Ravenloft. How can the Mists contain a God?

If the book answers these questions, well, I am interested.

If not, then I will use the monsters and leave Cthulhu where he belongs, dreaming in R’lyeh.

My oldest and I talked about this a lot since we picked up our copies. He is going to say this is just a Star Spawn of Cthulhu with delusions of godhood. I like that idea. I am still on the fence. 

Plus. Shouldn't it be Dagon? Dagon was the central mythos figure around Innsmouth.

This is the larger issue with importing cosmic horror into Ravenloft. It has to be translated. Ravenloft is not just a spooky multiverse junk drawer. At least it shouldn't be. It has its own moral and metaphysical logic. Evil leaves stains. Sin becomes geography. Desire becomes prison. The Dark Powers do not merely punish you. They arrange the world so that you can keep proving you deserve the punishment.

That is what makes Ravenloft different from other D&D horror. That is why the Darklords matter. That is why the domains matter. That is why the Mists matter.

There is also the broader production context. The Horrors Within arrives during D&D’s new "Season of Horror" approach, and it comes after a period of visible change at Wizards of the Coast, including the departures of long-time D&D figures Chris Perkins and Jeremy Crawford. I do not want to overstate that in a product review, but it is hard not to notice. This book feels like part of a new publishing rhythm: more programmatic, more integrated with D&D Beyond, more tied to digital tools, maps, accessories, and seasonal branding. The newer 5.5 books even look different. 

That is not inherently bad, but it is different.

Ravenloft used to feel like something that escaped from the shadows of D&D. Now it is a coordinated product line with digital bundles, map packs, accessories, and mechanical integration into the 2024 rules. That is the nature of the game now. The question is whether the horror survives the repackaging.

So far, I think it can. BUT, (and this is an all capital but) it has to be negotiated very carefully.  

There is one more rules issue worth mentioning, though perhaps more as a side note than as a central part of the review: the Hexblade problem. The 2017 Hexblade Warlock was famously front-loaded. It gave Warlocks, and multiclass Paladins and Sorcerers, a very strong reason to take a one-level dip. The 2024 rules absorbed much of that melee Warlock identity into the base Pact of the Blade. That left the Hexblade with an identity problem. If every Blade Pact Warlock can do the signature Hexblade thing, then what is the Hexblade now?

The answer seems to be to move the Hexblade closer to the idea of a sentient magic weapon and a curse-bound warrior. That is more Ravenloft-friendly in flavor, honestly. A cursed blade with its own will is exactly the sort of thing that belongs in the Domains of Dread. But it also shows the larger issue of adapting legacy 5e material to the 2024 framework. Some old mechanics no longer have the same niche. Some old subclasses need a new reason to exist.

That is not really a flaw in The Horrors Within, but it is part of the same design moment. The 2024 rules want cleaner baselines. Ravenloft wants strange exceptions. The tension between those two impulses is all over this book.

So, where does this leave Van Richten’s Guide to Ravenloft?

Still useful.

Very useful, in fact.

I would not tell anyone to throw it out. Van Richten’s Guide is still the better book for understanding the 5e conception of Ravenloft. It gives you the broad view. It gives you the horror genres. It gives you the domain-building advice. It gives you a sense of Ravenloft as a modular horror engine. It is the book I would hand someone who wanted to know what modern Ravenloft can be.

The Horrors Within is the book I would hand to someone who wanted to run it this weekend.

That is the cleanest comparison.

Van Richten’s Guide tells you why Ravenloft works. The Horrors Within tells you what to roll. Both are useful. And they work well together.

For my own games, I suspect I would use both, and then still pull from the Black Box, Domains of Dread, the 3rd Edition Ravenloft book, Curse of Strahd, and whatever else is sitting on my Ravenloft shelf. Ravenloft has never been one book for me. It has always been a shelf. A haunted, but well-traveled, shelf, naturally.

Ravenloft Books

If you already own Van Richten’s Guide, do you need The Horrors Within?

  • If you are running Ravenloft with the 2024 rules, probably yes.
  • If you want Darklord stat blocks, yes.
  • If you want ready-to-run domain adventures, yes.
  • If you want VTT-friendly maps, updated player options, and more monsters, yes.

If you only want the broad setting lore and horror advice, then Van Richten’s Guide may still be enough.

For me, though, the appeal is obvious. I want the Darklords. I want the Haunted Bastions. I want the Tarokka to matter. I want to see what they do with Sithicus, The Shadowlands, Castle Avernus, and Innsmouth. I want to see whether the monsters feel like Ravenloft monsters, not just horror-themed stat blocks.

As I read this in detail, I want to see whether this book remembers the most important thing.

Ravenloft is not scary because the monsters have more hit points. Ravenloft is scary because the monster used to be a person, and somewhere deep down, maybe still is. That is the horror. That is the tragedy. 

And that is why we keep going back into the Mists.

A Note about the "New" Format for 5.5 Books

Hasbro/Wizards has made some slight changes to the format of their "setting" books. I saw it in the Forgotten Realms ones and see it here now in the Ravenloft one. It is actually pretty good. I like what they have been giving us concept-wise. Backgrounds, history, new sub-classes, some spells, monsters. It is like getting the 2nd Ed Boxed set experience without the product bloat that was one of the reasons for TSR's death. 

I am not saying the books are perfect, and sometimes I still disagree with some of the content choices (see Cthulhu above), but I can't fault the way these are put together.

WotC's publishing schedule has slowed, but I'd still love to see some Mystara content in this format. I think 5.5 and Mystara would work well together.

Wednesday, November 12, 2025

Plays Well With Others: Witchcraft Wednesday Edition, Part 1 Old-School

So when I was working on The Left Hand Path - The Diabolic & Demonic Witchcraft Traditions there were some other OSR books I thought would be fun to suggest. Not for compatibility, or even "must buys" but for their general coolness and because I often used their material alongside my own when playing my Old-School games. 

In the end, I decided not to put them in the book in Appendix N style because I didn't want customers to think they need to buy these other books (though many should buy them and most of you likely already have). Also, I didn't want a book excluded because of time, space, or my forgetfulness.

So instead, I am going to post them here. The reviews are below, but like I said, I think you all know these. 

Some Old-School Books

This is not an exhaustive list. Nor is it just a list of favorites. I have plenty of favorites. These are a subset of products that work great with my various witch books or ones I like to use with them. The key here is that they work well with my various witch books. None are needed to play with my witches, but all have something about them I really enjoy. Often compatible classes, spells or something else I enjoyed. 

I am not including complete rule sets or adventures in this post. Just extra material I use alongside my witch material in my Old School games. 

These are in no particular order, save how I remembered to add them. 

The Basic Illusionist
The Basic Illusionist

The one thing you can say about the entire OSR Gestalt that despite it all there is still a sense of community and of giving back. Case in point, The Basic Illusionist.

The Basic Illusionist is the brain-child of Nathan Irving and was first seen during the S&W Appreciation Day Blog Hop.

Before I delve into the book itself. Let's take a moment to look at this cover. Seriously. That is a cool cover. I am not sure what made Nathan Irving choose this piece ("Beauty and the Beast" by Edmund Dulac), but I love it. The title works seamlessly, like they were meant for each other. The woman in the foreground is no longer the "beauty" but she is now an Illusionist.

Ok. So the book is overtly for Swords & Wizardry, but there isn't anything here that keeps you from using any Original or Basic-inspired system. I know it works out well in Labyrinth Lord and Basic D&D and it really should work well in ACKS, Spellcraft & Swordplay or any other system. Astonishing Swordsmen & Sorcerers of Hyperborea might be a trick, but they have an Illusionist class already.

Getting into the book now, we have 34 pages (with cover) on the Illusionist class. The book starts off with a helpful FAQ. Personally, I think Nathan should also put that FAQ on his blog as a page so everyone knows why they should get this. The Illusionist class itself is in S&W format, but the only thing keeping you from using this in any other Basic or Advanced Era game is a table of Saving Throws. Copy over whatever the Wizard or Magic-user is using in your game of choice, and give them -1 bonus to saves when it comes to illusions. The Illusionist gets a power or feature every odd level, but nothing that is game-breaking when compared to the wizard. The Illusionist trades flexibility for focus in their magical arsenal. There is even an Illusionist variant class called the Mountebank. Which is more of a con artist. How does it compare to other classes of the same name?

One of the best features of the book is a guideline on illusionist magic and how to play with illusions. Great, even if you never play the class.

What follows next is over 150 Illusionist spells. Many we have seen before and come from the SRD. That is not a bad thing. Having all these spells in one place and edited to work with the class is a major undertaking. I, for one, am glad to see them here. Spells are alphabetical instead of sorted by level. A list of conditions ported over from the SRD is also included. I like that personally. We all love how the older games and the clones play, but in our zeal, we tend to forget that 3.x and later games did, in fact, have some good innovations and ideas; this is one of them.

We end with a couple of monsters and a two-page OGL statement.

Really, this is a fantastic piece of work and really should be the "go to" document if you ever want to play an illusionist.

Since this book was released I have had a chance to try it with various systems. I can say it works great with S&W, Basic D&D, AS&SH (when used with their own illusionist class) and even AD&D.

B/X Companion
B/X Companion

The Game We Never Got.

One of the things I like most about the OSR are the products that don't give me things I already have, but things I have always wanted or never knew I needed. B/X Companion is one of those products.

The product I think I have been waiting for for close to 30 years. Sure, I have had books that have covered the same ground, and books that made this book obsolete, but somewhere, deep in my psyche, there is still that 12-year-old version of me wishing he could take his cleric to 15th level.

The B/X Companion does not disappoint. If this isn't exactly how it was going to be, then I'd be hard-pressed to know what it would have been. I am reading through it all now, and I am purposefully NOT comparing it to the BECMI version of the Companion rules.

The cover, of course, is very much part of the original scheme. The three principle characters, the fighter and the two wizards (or maybe she is a cleric, that could be a "light" spell, though she has a torch too) stand in front of their followers. They braved the dungeon, the wilderness, and now they are ready for the next adventure. So are we.

For those of us who grew up with the Moldvay/Cook Basic and Expert sets, the Companion book feels very familiar. The layout is similar, the flow is similar, and even the art has a familiar feel. If you own the Basic or Expert books, then finding something in the Companion book is trivial. I turned right to the character rules and took a glance at all the tables. Yes, sir, they run from 15 to 36, just like promised. Clerics still top out at 7th-level spells, but eventually they get 9 of them. Wizards still go to 9th level, and get 9 of those too. Fighters get more attacks per round (as they should), and thieves get more abilities.

There are plenty of new spells here. Many look like they take their inspiration from the products that came after, the Player's Handbook or the D&D Rules Cyclopedia, but nothing is an outright copy. It does have the feel like Becker sat around one day and thought, "What are some good spells, and what level should they be.

There are new monsters and advanced versions of some others. The Greater Vampire nearly made me laugh out loud as I had done the exact same thing after reading and playing the Expert book for so long. My Greater Vampire was a photocopy of Ptah from Deities and Demigods with some fangs drawn in. I never claimed to be an artist. The monsters all are appropriate for the levels, though a few more in the 30 HD range might have been nice, but not really needed.

The BIG additions here, though, are the ones that were most "advertised" back in the day. “Running a High Level Game” is great advice for ANY edition of the game. 

Related is running a domain and running large armies. Battlesystem would later give us these rules for AD&D, but here they are much simpler to use. Again, this is something to consider for porting to other versions of the game.

I loved the new magic items and can never get enough of them. I also liked the part on the planes and how it is totally left up to the design of the DM. How many people out there will re-invent the Gygaxian Great Wheel for their B/X/C games?

Companion to Basic/Expert Rules. Obviously, this is where it works the best. But there is something here that I don't think others have tapped into just yet. Companion makes the Moldvay/Cook rules a complete game. With these three books, you now have a complete D&D game. The only thing really missing is a "C1" module or maybe a BXC one.

Companion to Labyrinth Lord/Basic Fantasy. The new Becker Companion owes a lot to Labyrinth Lord (LL) and Basic Fantasy (BFRPG). While not directly, these two games showed that there is a market for "Basic" styles of play. Both LL and BFRPG take the modern 1-20 level limit for human classes. Companion is 15 to 36. So some adjustments need to be made. There are a few differences in how each of these books calculates XP per level, and how they do spells. But nothing so complicated that a good DM couldn't figure out.

If I were playing a LL/BFRPG game, I'd go to 15th level and then switch over to B/X Companion for the next levels to 36. OR even go to 20 and use B/X Companion as a guide to levels 30 or even 36.

Frankly, the homebrewiness of it all has me very excited for anyone who has decided to throw their lot in with "Basic" D&D.

Final Tally, I like this book. A lot. It makes me want to pull out my ratty Basic and Expert books and play Moldvay/Cook era Basic D&D again. In the mean time, I think I'll just have to satisfy myself with converting some D&D 3.0 or 4e characters over to Companion, just for the fun of it.

One of the best of the OSR ethos; to give us something we never got but really wanted. Likewise, The Complete B/X Adventurer is also great.

Theorems & Thaumaturgy
Theorems & Thaumaturgy Revised Edition

Theorems & Thaumaturgy is a Free product. The book itself is 66 pages (standard letter) with text and art that immediately remind you of the old Moldvay Basic books.  If you have The Complete Vivimancer, then you have an idea of how the text and art look.   To me, the art is like psychedelic art-nouveau meets Elric.  In other words, perfect for a magic book in my mind.

There are three large sections (Classes, Variant Classes, and Magical Tomes) and an Appendix with nine sub-sections. Like old-school Basic the new spells are all listed with the classes.  The book is designed for use with Labyrinth Lord Advanced Edition Characters, but really it can be used with any sort of "old-school" game.

The new Classes are the Elementalist, Necromancer, and Vivimancer.  The Vivimancer is, of course, detailed in a later book, but he gets his start here.  The classes do pretty much what you would suspect they would do.  The Elementalist uses elemental forces, the Necromancer deals with the dead and undead and the Vivimancer.  Each class has a good number of new spells (250 in all!) to make using them feel different than your normal "magic-user". Each has spells from 1st to 9th level.  All the classes use the Magic-User XP, to hit and saving throw tables, so whatever system you use, you can just use that to put them on the same footing as the Magic-User.  While I like the simplicity of this and it helps make the "subclasses" feel like a part of the same Magic-user family. I would have liked to have seen some powers or something for each class.  After-all they are sacrificing spell flexibility for what?  Power? More variety of spells in their chosen field?  I think I would have given them a couple of bonuses at least.  But that is fine, these rules are flexible enough to allow all sorts of edits.

For the variant classes there is the new Fey Elf race.  This elf is closer to the faerie origins of the elf.  The class taken by these elves is the Sorcerer.  This class is similar in idea to the D&D 3.0 version; a spontaneous spell caster with magic in their blood.  The sorcerer has a couple of new spells and a modified list of spells they can cast.  There is an alternate version of the Illusionist as well. This version has a few more spells and has 8th and 9th level spells.

The final section is all about magical tomes.  It includes a bunch of unique magical tomes with new spells. The books' histories are also told and which classes are most likely to get use out of it.

The vivimancer gets expanded in its own book, too

Magical Theorems & Dark Pacts
Magical Theorems & Dark Pacts

Magical Theorems & Dark Pacts (MT&DP) is an Old-school reference for all things Magic-user. The book is designed with what I call "Basic Era" in mind, so the rules from right around 1979-1981, where "elf" is a class, not just a race. Overtly, it is designed for Labyrinth Lord. That being said, it is still compatible in spirit with 99% of all the OSR and books from that time.

The book itself is 6"x9", black and white interior, and 161 pages. So, for a "Class" book, there is a lot here. There are 5 Chapters covering Classes, Spells, Magic Items, Monsters, and a section on using this book with the "Advanced Era" books (and their clones), along with an Introduction and OGL page.

The introduction covers the basics. What this book is, what it is for, and its very, very open OGL declaration.

Chapter 1 is the heart of this book, really. It details 13 magic-using classes. The two core classes, Cleric and Magic-User (Wizard), and 11 new classes.

From the product page: Cleric (warrior-priests) Wizard (classic magic-users with 10 levels of spells) Elven Swordmage (elves from the core rules – arcane warriors) Elven Warder (wilderness elves, guardians of their kin) Enchanter (artists, con-men, and masters of… duh… enchantments) Fleshcrafter (twisted magic-users that work with flesh) Healer (compassionate and tough hearth-healers) Inquisitor (ecclesiastic investigators and master intimidators) Merchant Prince (elite merchants with spellcasting support) Necromancer (you know exactly what these guys do) Pact-Bound (magic-users who sell their souls for power) Theurge (divine casters who learn from liturgical texts) Unseen (thieves with an innate knack for magic)

Clerics are as you know them, but Magic-Users are now Wizards (since everyone here is a magic user) and they get 10 levels of spells. The "Elven" classes replace the "Elf" class in the book. The others are as they are described, but there is more (much more) to them than re-skinned Magic-Users (not that there is anything wrong with wrong that). The classes are re-cast with many new spells, some powers (but nothing out of whack with Basic Era) and often different hit-dice and altered saving throws.

Nearly a third of the book is made up in these new classes.

Chapter 2 covers all the spells. Spells are listed alphabetically with class and level for each spell noted (like newer 3.x Era products). There are a lot of spells here, too. Many have been seen in other products, but some are new. In any cas,e they are a welcome addition. This section makes up more than a third of the book.

The last three chapters take up the last third or so of the book. Chapter 3 covers Magic items. There are 28 new magic items with these spellcasters in mind. Chapter 4 covers some magical creatures. These are monsters listed in many of the new spells for summoning. There aren't many, but they are needed. Chapter 5 is the Advanced Edition conversion materials. It covers HD changes, racial limits, and multi-class options.

So what are my thoughts? Well, you get a lot of material in 160+ pages to be honest. At 10 bucks, it is a good price. For me, it is worth it for the classes. Sure, we have seen variations of these over the years, but it is all here in one place, and they all work well together. The spells are good. At first, I balked at 10th-level spells, but really, they are, for the most part, other people's 9th-level spells, so they work for me.

The magic items are nice, but for me the value is in the classes and the spells.

Who should buy this? If you play old-school games and enjoy playing different sorts of Magic-Users, then this is a must-have book. If you are looking to expand your class offerings or even add a few new spells then this is also a good choice. Personall,y I think it is a great book and I am glad I picked it up.

So many classes and spells here, including another necromancer and a healer. One of the main reasons I have never felt the need to complete my necromancer and healer.

PX1 Basic Psionics Handbook
PX1 Basic Psionics Handbook

I love Basic-era gaming. Basic/Expert D&D was the first D&D I ever played. Even when I had moved on to Advanced D&D, it still had a strong Basic feel to it. So I was very, very pleased to hear about +Richard LeBlanc's new psionics book, Basic Psionics Handbook. If you have been reading his blog, Save vs Dragon, a lot of what is in the book won't be a surprise, but it is all great stuff. Even then there are things in the book that are still a treat and a surprise.

The book itself is 58 pages (PDF), with a full-color cover and a black/white interior.

The book covers two basic (and Basic) classes, the Mystic and the Monk. Both use the new psionic system presented in the book. The system bears looking at and really is a treat.

Overview. This covers the basics, including how psionics is not magic and how attributes are used. It's a page of rules that slot in nicely with the normal Basic rules. The basics of psychic power, including Psionic Level and Psionic Strength Points (PSP), are introduced.

Mystics are next. Mystics in this case are more molded on the Eastern philosophy of mystics, not the clerical sub-class-like mystics I have detailed in the past. Though through the lens of Western thought. That's fine this is not a religious analysis, this is a game book. This class helps builds the psionic system used in this book based on the seven chakras. Chakras divide the psionic powers into broad groups; something like the schools of magic for spells. As the mystic progresses in level, they open up more and more chakras. Each chakra has seven Major Sciences and twelve Minor Devotions, similar to the old AD&D rules (but not exactly the same, so read carefully). This gives us 72 devotions and 42 sciences. That's quite a lot really. As the mystic progresses they also earn more PSPs and more attack and defense modes. They are the heavy hitters of the psionic game.

Monks are the next class. Monks really are more of psionic using class in my mind and to have them here next to the mystic is a nice treat for a change. Everything you expect from the monk is here. Unarmed attacks, no need for armor and lots of fun psionic based combat powers. The monk does not have the psionic power the mystic does, but that is fine it is not supposed to. It does have a some neat powers from the mystic's list. One can easily see a monastery where both mystics and monks train together, one more mental and the other more physical. The monk has plenty of customization options in terms of choice of powers. In truth it is a very elegant system that shows it's strength with the mystic and it's flexibility with the example of the monk.

This is very likely my favorite monk class.

Psionic Disciplines detail all the powers of the chakras. It is a good bulk of the book as to be expected. There are not as many psionic powers as you might see spells in other books, but this is a feature, not a bug. Powers can be used many times as long as the psychic still has PSP. Also many do more things as the character goes up in level.

Psionic Combat is next and deals with the five attack modes and five defense modes of psychic combat. The ten powers are detailed, and an attack vs. defense matrix is also provided. The combat is simple and much improved over it's ancestors.

The next large section details all the Psionic Monsters. Some of these are right out of the SRD but others are new. Personally, I am rather happy to see a Psychic Vampire. Though it is not listed, I assume that these creatures are also undead and are turned as if they were vampires.

Appendix A deals with something we abused the hell out of, Wild Psionics. At two pages it is the simplest set of rules I have seen for this sort of thing. Also it looks like something that could be ported into ANY version of D&D including and especially D&D 5.

Get out your crystals, Appendix B details Psionic Items. Again, short, sweet and to the point.

Appendix C: Psionics and Magic is a must read chapter for anyone wanting to use both in their games.

Appendix D: Phrenic Creatures turns normal creatures into psionic ones.

Appendix E covers Conversions for Monsters from LeBlanc's own CC1: Creature Compendium.

Appendix F details how to convert any monster into a psionic one.

We end with a a couple pages of collected tables and the OGL.

Bottom line here is this is a great book. Everything you need to play psionic characters and add psionics to your game. Personally I am going to use this to beef up The Secret Machines of the Star Spawn which I also picked up today.

I have played around a lot with various forms of Psionics. For now, this is the one I use most often.

Carcass Crawler: Issue Two

I am a fan of anything B/X and OSE in particular. This zine for Old-School Essentials gives me two elves and some new snake-cult monsters.

Carcass Crawler: Issue Three

I have lots of variations on Dragonborn and Tieflings, but these are good. 

Old School Magic

This is an update to The Alchemist also by Vigilance Press. For another buck, you get more classes, another 23 pages, and a better-looking layout. A good deal if you ask me. The alchemist is very much like the one from the previous product. Like the alchemist supplement, I might do a multi-class with this alchemist, either as an alchemist-artificer or an alchemist-sage.

The other classes include the artificer, conjurer, elementalist, hermit, holy man, naturalist, sage and seer. Plus, there are some new spells that I rather like.

Old-School Psionics

Designed to be a new psionics system for OSRIC this book introduces the Mentalist class. Powers are divided out among disciplines going to 7th level. Powers are treated mostly like spells, but that works well for adding into OSRIC. Also some psionic monsters are detailed including my favorite (and worth the price of the book) the Doppleganger as a proper psionic monster. 22 pages including cover and OGL. Very nicely done.

Another great set of psionic rules.

-

I have some other posts with adventures and monster books coming up for the future.

Friday, October 17, 2025

Urban Fantasy Fridays: Chill

The depth of my love for Chill knows no bounds.  

I am continuing to focus my Fantasy Fridays on Urban Fantasy and Horror. These will be more about accenting and supplementing your games with horror, and less on these games being a “D&D Replacement.”

And for me, no game sits more firmly in that sweet spot of horror and urban fantasy than Chill.

Chill was my first RPG after D&D, and it has stayed with me ever since. I still remember flipping through the Pacesetter box and realizing this game wasn’t about dungeons or dragons, it was about the dark places just outside your door. It’s a game about the things you whisper about, the shadows you hope never notice you, and the brave (or foolish) people who stand up to fight them.

The Core of Chill

Across its three editions, the spirit of the game has remained intact. The secret society of SAVE, the Societas Argenti Viae Eternitata, provides players with an immediate reason to join the fight against the supernatural. The Unknown itself is the real adversary, a collection of folklore and fear that resists easy definition. Unlike Call of Cthulhu, Chill does not end with despair. Unlike World of Darkness, it does not try to make the monsters alluring. Most importantly, it doesn’t require the “epic heroics” of D&D or Pathfinder. The Unknown is terrifying and often lethal, but it can be fought.

The tone of play always reminded me more of Kolchak: The Night Stalker than Lovecraft. Later, when shows like X-Files, Buffy the Vampire Slayer, and Supernatural came along, they felt like they could have been written as Chill campaigns. It is a game about mysteries and folklore, about investigating hauntings and cryptids, and about facing the terrors that slip into our world when no one else will. The monsters are not just stat blocks to be defeated; they are creatures that feel like they have stepped out of legend and into your story. More importantly, each monster was special. Even when it was just a "monster of the week" it still meant something. From vampires and Wendigos to Elizabeth Bathory herself, the creatures of Chill are more than just stat blocks. They feel like they crawled out of real-world legends and onto your gaming table. 

Chill 2nd Edition
What You Can Do With Chill

Chill is wonderfully adaptable. I have used it to run Buffy-style adventures before there was a Buffy RPG, Kolchak investigations, and even material that began in Ghosts of Albion. It thrives in the modern day, but it also works in Victorian gaslight, or the occult revival of the 1970s with its bell-bottoms and Ouija boards. The mechanics are approachable and lean toward story, so it is a natural fit for short Halloween one-shots as well as longer campaigns.

One of the joys of Chill for me has been bringing recurring characters into it. I have created versions of many of my characters for many systems, but Chill has always felt like one of the most natural homes for them. Characters in Chill are ordinary people thrust into extraordinary danger, and that is exactly the kind of story I have always enjoyed doing.

Why Chill Stands Out

What makes Chill endure is the way it carves out its own place among horror RPGs. Call of Cthulhu leans into inevitability and madness. World of Darkness often leans into seduction and corruption. Dungeons & Dragons calls for epic heroics and high fantasy. Chill stands apart. It is a game about people who could be your neighbors, co-workers, or friends, suddenly forced to confront the shadows that lurk behind familiar walls. Victories are rare, but when they come, they feel earned. That balance of fear and fight is what keeps me coming back. 

It gives you ordinary people with extraordinary courage, standing in the dark with nothing but a flashlight, some folklore, and the hope they can survive until dawn.

Chill is available in both the 2nd Edition and 3rd Edition rules.  The mechanical differences are minor. Chill 3rd Edition is a bit better organized and presented. 

Chil 1st, 2nd and 3rd Editions

The Early-Middle Years Campaign

If Little Fears is a childhood belief made into rules, then Chill feels like the story of what happens when those childhood terrors never really go away. It is a game for the middle years of life, when you are old enough to understand that monsters should not be real, yet still young enough to feel the raw shock when you discover they are.

In this sense, Chill is the perfect start to a “middle chapter” of a larger horror Lifespan Campaign. Dark Places & Demogorgons can cover the later childhood and early teen years. Monsterhearts or Buffy can cover the chaos of all the teenage years, but Chill is where the players step into early adulthood. Bills need paying, jobs need doing, but there are still nights when something crawls out of the dark, and it is up to you to stop it. Adulthood in Chill is defined not by power or responsibility, but by resilience.

Characters are rarely specialists or superheroes; they are people in over their heads who choose to fight back anyway. That resilience is what makes victories against the Unknown so satisfying. Chill is about holding on to courage, even when everything around you insists you should not. 

A starting Chill character is a fragile thing, but it is assumed they have what it takes to survive. 

Larina Macalister, nee Nichols, for Chill

So we have been moving through the years. In this, I am opting for the Chill 2nd Edition timeline, circa 1992. Larina is 22 years old. She has been living in Scotland for a couple of years now. She was an exchange student from the University of Chicago to St. Andrews University. She graduated with a degree in library sciences and early medieval history. She is currently a GA at St. Andrews. While here, she met, fell in love with, and married Eric Macalister. An Irish ex-pat living in Scotland. She later learns he is on the run because he is a former IRA sharphooter. I had watched Patriot Games when I came up with all of this in the late 1990s. In fact, this setup is all based on a WitchCraftRPG game I played with her. At the time, I worked out conversions in Excel for Chill, WitchCraft, and AD&D. These Chill stats are some of the oldest I have shared.

Larina for Chill over the ages

While I am basing all this background on Chill 2nd Ed, I am going to present her newer Chill 3rd Edition stats below. 

This Larina is fresh out of her undergrad days and working on her MA. She married, but life is not all marital bliss (she will be divorced and back in America by the time she is 25). She works with her friend Prof. Scot Elders and his wife, and her best friend Heather.  At some point, Larina learns that Elders worked for S.A.V.E. She is brought in, but she isn't trusted since her training in "The Art" has been haphazard and largely self-taught since she was 13. 

S.A.V.E. wants to evaluate her, but they had their own troubles in the early 1990s. 

Larina Macalister
22 years old, American citizen (married to an Irish citizen) living in Scotland on a student visa.

Larina Macalister, nee Nichols for Chill 2nd Edition
Larina in 1992.

Attributes

Agility AGL: 60
Strength STR: 50  (Injury: __)
Stamina STA: 55

Focus FOC: 80
Personality PSY: 70
Willpower WRP: 75   (Trauma: __)

Dexterity DEX:  60
Perception PCN: 80
Reflexes REF: 70

Sensing the Unknown STU: 40

Skills (Specializations)

Movement 30
Prowess 25
Close Quarters Combat 25

Research 40, Academics (E+30), Occult (E+30)
Communication Empathy (E+30), Deception (B+15)
Interview 38 Academic (E+30), Counselor (B+15)

Fieldcraft 30
Investigation 40 Relics (B+15)
Ranged Weapons 35

The Art

Communicative (PSY)
  Attunement: Follow the Strings
  - Telepathic Empathy (B)

Incorporeal
  Attunement: Eyes of the Dead

Kinetic (DEX)
  Attunement: Schematic
  - Hidden Hand (E)

Protective (FOC)
  Attunement: Disrupt
  - Blessing (B)
  - Line of Defense (B)

Sensing
  Attunement: Third Eye
  - Clairvoyant (B)

Edges and Drawbacks

Attractive 1, Highly Attuned 1, Pet (cat) 2
Hunted (Shadow Girl) -2, Marked -1, Reluctant to Harm -2

Drive To understand The Art and The Unknown

History

1975: Visited by ghosts and other spirits (gains Incorporeal ART)
1983: Develops Kinetic and Sensing Arts
1989: Travels to Scotland
1990: Recruited by S.A.V.E., same year married Eric Macalister
1991: Begins MA program at St. Andrews.

--

New to 3rd Edition are Focus and Reflexes. Also, Luck is now gone.

Her stats are pretty high for a starting character, but not high if you consider the Lifespan Campaign. She was seeing ghosts at 5 or 6, had control of various Arts by age 13. Because of this, she is largely self-taught. Her magical aptitude is a mile wide, but only inches deep at this point. 

I am bringing back the Shadow Girl, who, she had forgotten, from Little Fears. Maybe this creature is Larina's Never Was? And something happened in either DP&D or Monsterhearts that has caused her to decide she can use her Art to harm anyone. She hurt someone and has not gotten over it. 

Herein lies the most significant issue surrounding the Lifespan Campaign: moving characters and their abilities/powers from one game to the next. It can be done, but it is a challenge. Or, more to the point, a challenge to do it and not break some of the fundamental tenets of the game. Larina above should almost be a threat to S.A.V.E., not a consultant. Part of this balance also influences the narrative structure. What is real for that game world? You have to strip all that out and build your own world where the games fit.

Final Thoughts

Chill is not just another horror RPG for me. It was my first real step beyond D&D, my second RPG ever, and the one that showed me roleplaying games could be more than fantasy adventures. They could be mysteries, ghost stories, and urban legends made real.

Whether I’m reading the battered Pacesetter books, the sleek Mayfair volumes, or the modern 3rd edition, the heart of Chill never changes: ordinary people, extraordinary courage, and the eternal struggle against the Unknown.

For all the years and all the editions, that is why Chill remains one of my all-time favorites.

Links

Friday, September 26, 2025

Urban Fantasy Fridays: Supernatural (Special Edition)

Supernatural RPG

 This year I have been celebrating various Fantasy RPGs and judging them on their ability to replace D&D. For October I am going to focus instead on Urban Fantasy games with Horror elements to them; something I rather love. 

This past week, instead of gaming, my son and I worked on characters. I was working on characters for my Urban Fantasy Fridays and he was doing Call of Cthulhu 7th ed. We got to talking while listening to his "D&D Classic Rock mix" when the subject came around to the Supernatural series. We both commented on how this September was the 20th anniversary of the show's premiere (September 13, 2005). We all agreed we had a lot of fun watching it. It was the last show we all watched together as a family, you know, before the kids got their own lives. Liam lamented that there was no Supernatural RPG. To which I corrected him and pulled it out.  He was pretty excited about it, to be honest. 

So we dropped the games we were working on (him CoC7, me Chill 3rd Edition) to recreate the same characters in Supernatural.

Supernatural RPG

2009. by Jamie Chambers. Published by Margaret Weiss Productions.

Supernatural: The Role Playing Game came out in 2009 from Margaret Weis Productions, back when they were adapting a lot of TV properties into RPG form. Like Smallville and Battlestar Galactica, this one used the Cortex System (the pre-Cortex Plus version). That alone puts it in a particular place in RPG history, when licensed games were less about “crunch” and more about catching the mood of the show.

I am somewhat hesitant to review this one. The big reason is that it is long out of print. You can find it on eBay for some really insane prices. The other reason is it only covers Supernatural up to Season 3; so about 20% of the show. There is a lot in the show that is not covered by these rules. Lastly, and this one is hard, it doesn't really *do* anything that other games can also do. The system itself, Cortex, is like a bastard child of Unisystem and Savage Worlds. 

The book is great looking and there is a lot here in terms of use and layout that will later be seen in the Dresden Files RPG. 

So I am taking this one out of my "Urban Fantasy Fridays" proper, but still giving it its own due by placing it in Supernatural's premiere month. 

As you’d expect, this game built for monster hunting, salt, shotguns, and a healthy dose of bad family drama. The book does a good job of introducing newcomers to the Supernatural world, but if you were watching the show back then, it was a nice way to immerse yourself in that universe at home. Characters are hunters, of course, though not necessarily Sam and Dean. You can make your own, or play with archetypes drawn right from the show. Sam, Dean, John (their dad), and Bobby (their other dad) are the only featured NPCs.

Mechanically, it’s pure Cortex: roll a couple of dice based on your traits and hope for the best, with plot points to keep the action flowing. It’s not a heavy system and fits the episodic structure of Supernatural really well, you can knock out a “case of the week” in a session or two. The downside is that it doesn’t dig too deep into campaign longevity; it’s really tuned for one-shots and short arcs rather than sprawling epics. Which is ironic given the show's eventual 15-year-long life

Looking back, the game is a time capsule. The series was still early in its run (season three), so it reflects Supernatural before it got truly cosmic. So no Crowley, no Castiel, and sadly no Rowena. That makes it more urban horror and road-trip mystery than angels, Leviathans, and end-of-the-world plots. In a way, that’s a strength, it captures the weird Americana vibe that made those early seasons fun.

It’s out of print now, and not easy to find at a reasonable price. Still, as a piece of the Cortex lineage and a reflection of Supernatural’s monster-of-the-week roots, it’s worth a look for fans. For me, it sits on the shelf next to Chill, NIGHT SHIFT, and Buffy the Vampire Slayer RPGa reminder of when urban horror TV and RPGs crossed streams in fun and exciting ways.

Supernatural RPGs


Expanding the Supernatural RPG Universe

I mentioned above Cortex in this version feels like the bastard child of Unisystem (Buffy, WitchCraft) and Savage Worlds (Rippers, etc.) so expanding the RPG options of Supernatural are fairly easy.

I even have a few posts about it already, back when this game first came out.

I have used these ideas at varying degrees to make some new characters, espeically expanding the Supernatural universe to include witches and even succubi

Each one uses a slightly different type of witchcraft/magic system, and that works fine with me. None is "perfect" as far as I am concerned, but I am sure I could craft one.

In truth if I was going to play Supernatural these days, I would just use NIGHT SHIFT

But, I'll give magic/witchcraft one last try for Supernatural/Cotrtex.

Larina "Nix" Nichols for Supernatural

Would my witch be in the Supernatural universe? I have to say honestly, not likely. Witches are generally evil or at least up to no good in Supernatural. And anything she would do in the game can already be done by the witch and future Queen of Hell, Rowena MacLeod. But hey, this is my universe.

Larina Nichols for Supernatural
Larina Nichols

Concept: Witch (Seasoned)

Attributes
Agility: d6
Strength: d4
Vitality: d6
Alertness: d12
Intelligence: d12
Willpower: d12+d2

Derived Attributes
Initiative: d6+d12
Endurance: d6+d12+d2
Life Points: 20
Resistance: d6+d6

Weapons
Knife d2
Arcane Blast d8, Range: 40 Ammo 6 (Vitality)

Skills
Animals d6, Artistry d4, Craft d6, Discipline d4 (Concentration d6), Influence d10, Knowledge d8 (Linguistics d10, Occult d10), Lore d6 (Demons d8), Perception d6 (Empathy d8, Intuition d8), Performance d4, Ranged Weapons d4, Science d6 (Social Sciences d8), Unarmed Combat d4

Traits
Allure d6
Witch d8 (Telekinesis, Arcane Blast, ESP)
Obsessed (Magic) -d2
Dark Secret (Witch) -d4

Honestly, I like this build. I need to refine the magic system further, but this will certainly suffice. I don't think she would show up on the main Supernatural series. Witches end up in a bad way when Sam and Dead are around. No, if she is going to be a "guest star," then it has to be on Wayward Sisters. Avoids her and Rowena from sharing the same scenes. The group would seek her out for occult advice, not knowing she is a witch. And in proper Supernatural fashion, she even has her own soundtrack to choose from!

I should post Rowena, but she is basically similar to this, only more powerful (as she should be). 

Doing this does make me nostalgic for the show.