Thursday, October 29, 2026

October Horror Movie Challenge: Vicious Lips (1986)

Vicious Lips (1986)
Vicious Lips is not a great movie, nor does it fit well with my theme this month, but I had fun with it.

Vicious Lips (1986)

Directed by Albert Pyun, the premise follows an all-female rock band traveling across space for an important gig. In the course of their journey, they crash on a desert planet and have to deal with a killer alien, while spending much of their time in neon-lit sets looking as though MTV has exploded on them. 

It is an all-female Streets of Fire, but with a Heavy Metal sequence, then run through the mid-1980s MTV filter. I like that description better than the movie itself, but it explains why I enjoyed it. 

Style is what does the heavy lifting here. The hair is enormous, the wardrobes are louder than the music, and the sets are awash in a neon glow; it is as if someone set about making a science-fiction universe from a nightclub, a music video and the left-overs of the Empire Pictures warehouse. The band's new lead singer is called Judy Jetson. Subtlety was never on the agenda.

It gets off to an energetic start but once the band has crash-landed the film loses much of its steam. The middle section is overlong with the band tramping around the ship and the desert when I would have preferred more of the space-rock craziness. There is a Venusian beast and other ghoulish oddities, but the film could have used more aliens. 

A lot more.

There is no call for restraint when making a picture of a glam-rock girl band going intergalactic. That is the lesson. If you are going to go full speed, go warp 9.9.

The 1980s Were Not Afraid to Mix Things Up

In watching these movies all month long, I am reminded of how open the 1980s were to mashing genres. Vicious Lips is at once science fiction, horror, rock musical, comedy, creature feature, and music video. It does not seem to care whether the parts fit. They are put on screen, and the audience is expected to follow along.

They do not always fit. Which is part of the appeal.

You have your killer creature and spaceships, your rock concerts and futuristic nightclubs, some horror imagery and scenes that seem to have come from another production altogether. Pyun pushes the visuals even when the story isn't moving and, as some have pointed out, the neon and editing are far more memorable than the plot.

I miss that kind of genre mixing. Modern films are boxed in before the cameras roll. Horror is horror, sci-fi is sci-fi. 

The 80s would ask "What if the girl band has a spaceship?" or "What if there is a serial killer on board? An alien monster too?" and just go with it. Then throw in some sexy, half-naked sand sirens and call it a wrap.

That doesn't necessarily make for a good movie; Vicious Lips shows us that. The acting is inconsistent, the story gets lost, and the pacing falls apart at times. At times, the movie seems to forget its purpose. Where were they going? I forgot at points.

But it is never shy about being strange. And that is worth something.

Final Thoughts

This doesn't really fit my hometown-horror theme for the month, but it does fit what I have been rediscovering about the 1980s. These filmmakers were willing to take a chance. Some of it was great. Some of it was Vicious Lips.

I had my fun with it.

Give me the neon and the big hair, a girl band in space and a killer alien, a film that thinks *Streets of Fire*, *Heavy Metal* and MTV can exist in the same world.

Only put in a few more aliens next time.

NIGHT SHIFT, Jackson, and Thirteen Parsecs

No. I am not about to send my Jackson kids into space à la "Josie and the Pussycats in Outer Space."  Certainly, I should remember that unrelenting horror is just torture without some fun. 

This could work as a crazy "Space Truckers" adventure. Instead of hauling space-beer to the outer colonies, you are hauling the latest girl band. Trouble is there is a price on their head!

Or something. 

If we learn anything from Vicious Lips, it is that don't be afraid to mix it up a bit.

October Horror Movie Challenge 2026
Viewed: 45
First Time Views: 31

October Horror Movie Marathon 2026


October Horror Movie Challenge: Spookies (1986)

Spookies (1986)
Last night's movie was Spookies from 1986, and crimony, what an absolute mess. Normally I write these up as I am watching them and then a little time at the end to cover some more. But I needed time to read up on this mess, so I am posting it tonight, early. I might need another movie to work this one out of my system.

Spookies (1986)

A group of people wander into an old mansion and start getting picked off by an astonishing collection of monsters. Normally I would describe the characters a little more carefully, but this is one of the strangest collections of supposed friends I have seen in a horror movie, and that is saying something. We get a couple who seem to have wandered in from a 1960s greaser movie, a buttoned-down yuppie, some idiot with a puppet, an Englishwoman for reasons I never quite understood, and a woman saddled with the unfortunate name Meegan. Not Megan. Meegan. The credits and closed captioning confirm it. There is a sorcerer, his dead wife, a kid who makes me long for the intellectual discourse we got from Gamera's Kenny, and a weird-ass spider woman who is inexplicably the best actress of the lot. 

The acting is terrible, and the story barely holds together. Characters appear, disappear, and occasionally seem to be participating in entirely different movies.

Turns out they are.

Spookies began as a movie called Twisted Souls, written by Frank Farel, Brendan Faulkner, and Thomas Doran and directed by Faulkner and Doran. They shot it in 1984, primarily at the Jay Estate in Rye, New York. After a falling out with financial backer Michael Lee, the original filmmakers lost control of the production. Lee subsequently brought in Eugenie "Genie" Joseph, who shot a substantial amount of completely new material with different actors and storylines. The filmmakers then edited the footage from the two productions into Spookies.

Suddenly the movie makes perfect sense.

Well, no. Not really. It still makes absolutely no sense.

But at least now I understand why it makes no sense.

The partygoers wandering around the mansion and encountering monster after monster are largely from the original Twisted Souls. The sorcerer Kreon, his imprisoned bride Isabelle, the kid wandering around, the werecat, and several other pieces came from the later material. Genie Joseph herself described being hired to rescue what she saw as an unsellable rough cut and rewrite, reshoot, and re-edit it into something releasable.

The seams are not merely visible. They are basically load-bearing walls.

What saves Spookies, at least somewhat and why I didn't turn it off the moment the idiots from Twisted Souls opened their mouths, are the monster effects. There are muck creatures, zombies, a spider woman, demons, a Grim Reaper, and all sorts of other rubbery horrors. The original filmmakers were clearly more interested in creating monsters than coherent characters, and honestly, I can respect that. The creature work involved effects artists like Gabe Bartalos and others who went on to work in practical effects.

There are several moments where I found myself thinking, "That is actually a pretty good monster." And a lot of them were good as far as the effects go. The Muck Men, the makeup, especially that Spider Woman. 

Then someone starts talking again and reminded me that yes, as bad as this movie is, the original Twisted Souls was likely a lot worse. I know. That is a bold statement given how bad this one actually is. 

Still, there is something almost endearing about a movie willing to throw this many creatures at the screen. If Spookies had a coherent story, halfway competent acting, and characters who seemed like they had actually met one another before arriving at the mansion, it might have been a fun little monster movie. Maybe.

Instead, it is cinematic taxidermy. Two dead movies stitched together and propped up in the hope nobody notices the seams. 

Everybody notices the seams. 

The Maria Pechukas Rabbit Hole

Then Spookies sent me somewhere completely unexpected.

Maria Pechukas plays Isabelle, Kreon's imprisoned wife, and naturally I looked her up afterward. Pechukas apparently had a very small filmography after Spookies, but that led me into an extremely obscure corner of shot-on-video horror.

She later worked repeatedly with filmmaker Jay Lind, whom she was also married to for several years. It immediately made me think of the relationship between Lina Romay and Jesús Franco (and not Rob Zombie and Sherri Moon Zombie).  Her credits include Blood Dreams (also known as Sangre Songes), Valerie, Do You Like Women?, Night of the Cat, and finally Carmilla in 1998.

I initially thought I had stumbled onto a whole series of no-budget Carmilla knockoffs. It is not quite that neat, but it is close enough to be fascinating.

Blood Dreams was a 40-minute lesbian vampire film made in 1991 with Pechukas, Debbie Rochon, and Amy Lynn Baxter, reportedly intended to attract financing for a feature-length version. Valerie again paired Pechukas and Rochon in another lesbian vampire story. Do You Like Women? veered sideways into an erotic horror-comedy about a society of female cannibals, while Night of the Cat involved a woman transforming into a murderous cat creature. Then Lind finally made an actual adaptation of Sheridan Le Fanu's Carmilla in 1998, with Pechukas herself playing Carmilla in modern-day Long Island.

This is exactly the sort of obscurity that makes me lose an hour on the Internet and not get to bed until very late.

Unfortunately, finding information about these movies is much easier than finding the movies themselves. Most appear to have had tiny VHS releases and essentially no modern distribution. I found one DVD listing for over $130, which is more than I am willing to spend to satisfy my curiosity about an obscure lesbian vampire movie shot on video thirty-five years ago. Not to mention I am not even sure it is the right one. 

SIDE NOTE: Actress Lili Reinhart has been all over social media (well, at least mine) talking about how she wants to do "Carmilla" as a movie and Hollywood is too afraid to do it. Seriously? I found one, maybe two, new versions of this tale that I have never seen before, and I have covered this tale a LOT here. Message to Lili Reinhart: Read my blog; you can learn what has worked and what hasn't for Carmilla. 

So, somewhere out there, though, is an entire little ecosystem of early-1990s microbudget horror starring Maria Pechukas, Debbie Rochon, Amy Lynn Baxter, and others. And now I know it exists.

This is how these things start.

You watch Spookies. Then you look up one actress. Three hours later you are trying to locate a 40-minute lesbian vampire movie from 1991 that may only exist on somebody's deteriorating VHS tape.

The October Horror Movie Challenge is working exactly as intended. This is why I haven't gotten out of the 70s and 80s for horror, too many side quests!

Jackson Connection

Oh. Shit. Yeah, I am supposed to talk about what I can use from this movie for my settings...Uh. I got nuthin'.

Well. That's not 100% true, but the ideas I do have have been better executed in other movies. So let tonight's movie be a cautionary tale about researching movies late at night, and about how all my Peach Tea Monster Energy drinks (my current drink of choice these days) are down in my office, not here next to me when I needed them most. 

October Horror Movie Challenge 2026
Viewed: 44
First Time Views: 30

October Horror Movie Marathon 2026

This Old Dragon: 40 Years of the Dragon #114 Witch

 This October marks the 40th anniversary of the publication of Dragon #114. All year long, I have been waxing nostalgic about my gaming experiences from 1986 and how they set the tone for the next 40 years of my gaming life. I have also spoken at great length about the witches who have shared those gaming experiences with me over the last four decades. 

So I would be remiss if I didn't mark this particular anniversary as something important.

Dragon #114 and the Witch

But the question is, after spending so much time with the witch and this particular issue of Dragon magazine, what do I have left to say?

Turns out, more than I thought.

The Witch on the Page

I have already talked at length about how my understanding of witches and witchcraft grew out of my love of stories about witches, as well as historical documents, and modern occult and New Age interpretations of the witch. So seeing her in the pages of Dragon was exactly the sort of thing I had been looking for at the exact time I was looking for her.

Now, I had been working on my own witches for some time before this issue came out. Some of my earliest surviving notes date back to 1982 at the latest (could be 1981 even, but 82 is a safer bet). But Dragon #114 showed me something bigger than what I had been putting together in my haphazard collection of notebook pages.

This was a complete class.

Based on Ronald Pehr's Witch in The Dragon #20, Bill Muhlhausen created the original witch class, with Kim Mohan and Tom Moldvay revising the version in #43. Roger E. Moore expanded and revised it for #114, with Karen Martin, Robin Jenkins, and Kim Mohan editing.

Beyond the name, beyond the mechanics, and beyond the particular choices made in its design, the Dragon #114 witch taught me something very important.

The witch, as a class, could work.

Maybe not exactly the way I would have done it, but that was part of the lesson, too.

There was one thing about the Dragon #114 witch I never quite agreed with. She was presented primarily as an NPC, and the editors warned she might be too powerful for regular player characters. There was an implication that this character, while maybe not 100% evil, was certainly up to no good (or even good, for that matter; yes, there is a distinction).

But I wanted to play a witch, not just fight one.

I had already been thinking about witches as characters who could be heroes, villains, or anything in between. Their relationship with magic made them witches, not their alignment. And I certainly wasn't interested in limiting my witches to being somebody else's adversary.

That was another lesson I took from Dragon #114. Just because the designers had one particular use in mind didn't mean their rules could accomplish only that. 

I knew the class was capable of more.

"Me and Thee"

The witch I was building and the Dragon #114 witch had many similarities. While I marveled at that back then, the reasons turned out to be largely mundane and practical. We were all reading the same books.

Back in Dragon #43, Tom Moldvay pretty much spelled this out in his revision of the witch class, which would eventually form the basis for the version in #114.

I detailed that here: Tom Moldvay on Witches.

Moldvay outlined six things he felt a witch class needed: herbalism, fascination or charm, a combination of clerical and magic-user abilities, sympathetic magic, secret religious practices, and powers tied to nature and the changing seasons. When I revisited his article in 2011, I added two more things I felt were essential: covens and ritual magic.

Looking back now, I find it remarkable how many of these ideas were already in my notes, even if I hadn't yet figured out how to turn them into workable game mechanics.

Among other things, we agreed that the witch should have a combination of clerical and magic-user spells, though I originally had my witches avoiding flashy magic and spells that did a lot of damage. So, no fireballs. I wanted witches to have magic that was more subtle, more personal, and often more frightening. Curses, charms, divinations, transformations, and magic that could affect people without necessarily blowing them up.

I already had the idea that witches could have healing magic, but never to the degree that clerics did. Herbal healing, potions, and magical cures all seemed perfectly appropriate. A witch should be able to tend to the sick, heal wounds, and perhaps cure certain ailments through her knowledge of herbs and magic. But she should not replace the cleric in an adventuring party. Maybe at low levels she could be a stand-in, but never once the real combat started. ETA: I am reminded of a scene in one of my Jackson playtests where Candy, the "thief," is a better healer than my witches.

Also, under no circumstances would a witch have a Raise Dead spell.

This was something Moldvay's discussion helped me articulate more clearly. The witch's relationship with nature and the seasons also meant a relationship with the cycle of life, death, and rebirth. Bringing someone back from the dead in the same body seemed to violate that cycle. Reincarnation, however, was another matter entirely. That fit the witch's worldview much better. Death was part of nature, not just another condition to fix with enough magical power.

The High Secret Order (HSO) spells were great, and many of them fit right into what I thought witch magic should be. I just had a group of spells I originally called "witchcraft" and later "hex magic." My witch was more focused on occult powers and familiars.

Sympathetic magic mattered most to me. The idea that a witch could use a lock of hair, a personal possession, a poppet, or some other object connected to a person to work her magic felt much more appropriate than simply pointing a finger and casting a spell. A witch's practice of magic should feel different, not just in the spells she can cast.

In my 2011 post, I suggested that clerics rely on faith, magic-users on intellect, and witches on personal connections and magical correspondences. A wizard might regard such things as unnecessary props, but to the witch they are part of the magic itself. This also gives the witch something distinctive to do in the game. She might need to gather ingredients, prepare a charm, or perform a ritual before a spell can take effect. These are not just trappings, this is good roleplaying.

Herbalism and alchemy were also natural fits. I had long associated witches with herbs, potions, and strange concoctions bubbling away in cauldrons. But there was also a practical design question here. How much healing could I give the witch before she started replacing the cleric? How much magical power could I give her before she became just another magic-user?

I asked these questions in 1986, and I still ask them when designing witches today.

The power of fascination was another interesting idea. Witches in folklore and fiction have always been able to beguile, charm, or otherwise influence others. Morgan le Fay and Circe came to mind, along with countless other witches from stories, television, and movies. I liked the idea of this being more than another charm spell. It was part of what made a witch a witch.

The religious aspects of witchcraft were a little more complicated. Moldvay drew on historical and anthropological interpretations of witchcraft, including Margaret Murray's work. Murray's theories about a surviving, organized pre-Christian witch-cult have long since been discredited, but they were enormously influential on twentieth-century ideas about witches, including modern Paganism and fantasy fiction. Not to mention, great for my gaming ideas.

Like Moldvay, I drew on many of those same sources. But I was also interested in the idea that a witch's relationship with the supernatural differed from a cleric's. A witch might honor gods and goddesses, work with spirits, bargain with supernatural powers, or call upon something older and stranger. Her magic could be spiritual without working the same way as clerical magic.

This eventually became an important part of my own ideas about Patrons and how witches gain and use their powers.

The two things I added to Moldvay's list in 2011, covens and ritual magic, were also missing from many early attempts at witch classes.

Witches working together are a fixture of folklore and literature, from the Weird Sisters in Macbeth to the witches of modern television. I wanted covens to mean something mechanically. Maybe three witches working together could accomplish something none of them could do alone. Maybe certain spells required a coven, or their effects grew stronger as more witches participated.

Ritual magic went hand in hand with that. Not every spell should be something a witch could cast in the middle of combat. Some magic should take time, preparation, special ingredients, and perhaps the right phase of the moon or time of year. That sort of magic was often much closer to the witchcraft I had been reading about than anything in the Player's Handbook.

Of course, these ideas weren't all fully formed in 1986. Some were little more than margin notes, or, more often, on paper bookmarks, and others were things I wouldn't find good mechanical solutions for until much later. But the foundations were there.

And that brings me back to Dragon #114.

The witch in those pages wasn't my witch. I would have handled some spells and abilities differently, and I wanted to explore ideas the article never touched on. But that was perfectly fine.

What mattered was that we approached the same problem from similar directions, used many of the same sources, and found that a witch could be something different from either a cleric or a magic-user.

Not necessarily better or more powerful. Just different.

There is a line from one of Larina's binding rituals that goes, "I bind you to me, and me to thee. I bind us with the power of three times times."

I think that fits well here. My witch and the Dragon #114 witch were never quite the same, but they have been connected for forty years. One influenced the other, and my own understanding of both has changed over time.

And I suspect that neither of them is quite finished with me yet.

"Larina" by Djinn

"If Anyone Falls"

Of course, I can't talk about Dragon #114 without talking about Larina.

I have already gone into great detail about her origins and evolution in my Mirror Mondays: The Witches of 1986 post back in July. I don't want to repeat all of that here, but something about her relationship with this particular issue of Dragon is worth exploring.

When I created Larina in July 1986, she was a witch in concept but a magic-user on her character sheet. I had my own witch class in various stages of development, but it was hardly complete. So she was a magic-user, with the understanding that she was really something else. I have a rather distinct memory of saying "I am going to play her like a witch." She wasn't the first; hell, she wasn't even my fourth witch character (well, maybe my fourth), but she was the one I explicitly called a "witch."

When Dragon #114 came along, I immediately made her a magic-user/witch. Suddenly, there were rules for something I had been trying to represent for years.

But I didn't quite appreciate then how much those rules would change the way I thought about her.

She wasn't simply a magic-user who happened to call herself a witch anymore. Her witchcraft was something distinct, something she could study and practice alongside her more conventional magical education. That distinction became part of her story.

And more importantly, it made me think about what she could do that other characters couldn't.

Larina was never going to be the most powerful combat spellcaster in the group. That wasn't what interested me about her. I wanted her to know things. I wanted her to understand the strange and mysterious, to recognize a supernatural threat when others couldn't, and to know what to do about it.

The witch class helped me explore that. But then something interesting happened.

Over the years, as I kept working on my own witch classes and playing others (Bard Games, Mayfair, AD&D 2nd ed), Larina became a kind of measuring stick for them. I could look at a new version of the witch and ask myself, "Can I make Larina with these rules?"

It was a useful question, even if it wasn't always fair. After all, not every witch should be Larina, and I'd created plenty who were nothing like her. But she represented a particular understanding of what a witch could be, and if the rules couldn't support that, then I wanted to know why.

In 1986, I was adapting Larina to fit the witch class in Dragon #114. Forty years later, I often evaluate witch classes by how well they represent her. 

So, somewhere along the way, the relationship had reversed.

And that brings me to something else.

The witch in Dragon #114 was a collection of rules. A good collection of rules, one that influenced me enormously, but rules nonetheless. Larina was the character who lived with the consequences of those rules.

She gained experience, learned new spells, met other characters, developed relationships, changed her beliefs, and survived campaigns that sometimes ended long before I wanted them to.

She eventually became a character I could play in games that had no witch class at all. The mechanics changed, sometimes dramatically. But I still knew who she was.

This taught me something about character classes that I don't think I fully understood in 1986. A class needs to be more than a collection of powers and abilities. It should help players create a particular kind of character, one with a recognizable identity and a place in the game world.

And if it does that well, the characters it helps create might eventually become something larger than the class itself.

That certainly happened with Larina.

Forty years ago, Dragon #114 helped me figure out how to play her.

Forty years later, she is still helping me figure out how to write witches.

Wednesday, October 28, 2026

October Horror Movie Challenge: Gamera (1965)

Gamera (1965)
 Tonight is my oldest son's birthday, and he wanted to watch a Kaiju movie. We have seen all the Godzilla movies and wanted to see something from the same era. To our mutual surprise, we had never seen the first Gamera movie. So tonight it is giant, flying atomic turtles! 

Gamera (1965)

Some airplanes carrying atomic weapons fly over the Arctic. One crashes, explodes, and awakens Gamera, "The Devil's Envoy."

And we are off.

There is no question that Gamera owes a lot, ok everything, to Godzilla. Atomic weapons awaken a giant prehistoric monster, conventional weapons are useless, and Japan once again finds itself being stomped by something enormous. But Gamera quickly establishes his own personality. He breathes fire, feeds on energy, and, most importantly, can pull his limbs into his shell and fly like a gigantic spinning UFO.

That alone was worth the price of admission.

The practical effects are a lot of fun. Miniature cities, tanks, jets, explosions, and plenty of buildings wait to be smashed. Some effects work better than others, but I have always had a soft spot for this kind of physical monster filmmaking. Gamera feels like he is actually there because, in a very literal sense, something really is standing in those miniature streets knocking things over.

It's silly. It doesn't always work. But I love it all the same. 

Another key difference from Godzilla is Toshio/Kenny, the turtle-loving boy who becomes convinced Gamera isn't really evil. Gamera even saves him at one point, planting the seeds for the much more child-friendly direction the series would take later. In this first movie, though, Gamera is still dangerous. People die, buildings burn, and nobody really knows what to do with him.

I would be lying if I didn't admit that Tetsuya "Tetsu" Hayashida wasn't based on the "annoying" kid from all these Kaiju movies.  

Eventually humanity comes up with Plan Z, which is basically: if we cannot kill the giant flying turtle, shoot him into space.

Sure. Why not?

I enjoyed this more than I expected. It is not as polished or as ominous as the original Godzilla, but it has its own weird charm. The moment Gamera pulls everything into his shell and spins off through the sky, you know exactly what kind of movie you are watching.

My son wanted giant monsters for his birthday.

Gamera delivered.

NIGHT SHIFT and Jackson Connections

Ah...yeah. Maybe not this time. 

October Horror Movie Challenge 2026
Viewed: 43
First Time Views: 29

October Horror Movie Marathon 2026

Witchcraft Wednesday: Coven 13, Issue #4

Coven 13 #4
In many ways, this last issue is unlike the first three.  It is still recognizably Coven 13, but it has a transitional air about it. The witchcraft is there, to be sure, but fantasy and sword-and-sorcery have encroached on the center. That makes sense in hindsight because this is the final issue published as Coven 13. Afterward, Fantasy Publishing Company acquired the magazine, and it continued as Witchcraft & Sorcery.

The March 1970 issue contains Buddy Saunders' "The Bidderfrost Dragon," "I, Vampire!" by Pronzini/Wallman, S. M. Clawson's "The Convert," Lee Chater's "The Thing on the Stairs," Sidney Harriet's "Eats!", the poltergeist installment of Bell, Book and Tarot, a Robert E. Howard poem, and the enormous (85-page) conclusion to "Let There Be Magick!" 

The editorial is particularly poignant now. Landis says the distributor wants the magazine to remain bimonthly for another three issues, so they have decided to finish Let There Be Magick! early and clear the decks for the "new COVEN 13 of 1970." The proposed new format would have featured two long novelettes, several short stories, an article, and the regular departments. He clearly expects the magazine to continue.  

Of course, that version of Coven 13 never happens.

That gives this issue a strange quality. Landis thinks he is reorganizing the magazine. We know we are reading his final issue.

"The Bidderfrost Dragon" is probably the most overtly game-like piece we've encountered in the entire four-issue run. Aerma is an inexperienced sorceress trying to conjure a dragon to defend her castle. Instead, she summons a Sheridan tank and its four-man crew from an Army exercise in Arizona. She initially assumes the armored vehicle is simply a very strange dragon. 

From there we get language spells, spellbooks, demons, magical bargains, an actual dragon, armies, castles, and modern military technology. Aerma bargains with demons for fuel, but a translation problem results in twenty-four cases of high-proof whiskey. Fortunately, the Sheridan can run on it. Eventually the tank fights a genuine fire-breathing dragon.

This isn't especially useful for witchcraft, but it is fascinating for the D&D side of what we've been discussing. This is March 1970, and here we already have the sort of gleeful collision of fantasy and modern technology that old-school gaming will later embrace. Again, I would not suggest influence. It simply demonstrates that this kind of genre mixing was already part of fantasy's vocabulary. Plus this sounds EXACTLY like something you could have read in an early issue of Dragon magazine. 

Aerma herself is also interesting. Her magic is procedural. She has books, languages, pentagrams, demons with whom she negotiates, and spells that can go wrong. Magic is fantastic, but not arbitrary. That remains consistent with much of what Coven 13 has been doing.

"I, Vampire!" by Bill Pronzini and Jeffrey M. Wallmann has put forth the purest version of Landis’ concept for the supernatural in a modern setting. The whole piece is put together from letters, editorial replies, telegrams, newspaper pieces, and official memoranda. Peter Lewis, a vampire, has written his autobiography and regularly sends it to an editor who takes it for a dreadful work of fiction. The vampire makes it known more than once that he is not making it up. But when the editor puts out one too many rejections, he is found dead in his office not long after, his neck punctured and blood gone, with bat guano on the carpet.

After that, Peter Lewis puts "I, Vampire" in front of Arthur H. Landis at Coven 13.

It is entertaining. What is best is how the vampire fits into 1969 America. He is forced to deal with editors, Western Union, postal delivery, and the indignity of having his memoirs dismissed as poor fiction. You will not find any Transylvanian castles here.ignity of having his memoirs dismissed as poor fiction. 

And there is no Transylvanian castle anywhere in sight.

Bell, Book and Tarot deals with poltergeists this time. The article surveys their recurring characteristics, including knocking, objects moving in defiance of gravity, fires, children or adolescents serving as apparent centers of activity, and cases where fraud explains some events but not everything. It stresses how difficult it is to fit poltergeists neatly into a single explanation.    

The line I would keep for your own purposes is essentially this: poltergeist may describe what is happening without explaining what is causing it.

That is an excellent Jackson principle.

Calling something a ghost, demon, faerie, psychic event, or poltergeist gives the characters a vocabulary. It does not necessarily mean they understand the underlying phenomenon.

Then we get "The Convert" by S. M. Clawson, which is easily the most important witchcraft story in the issue.

Benjie Stone is a biochemist who returns to his old family home after his father's death. He plans to clear the old "witching junk" out of the tower and turn the space into a laboratory. The Stone family, however, is one of the old witch families of the region. Benjie's mother had the talent. His father apparently did not. Benjie has rejected the entire tradition as superstition and replaced it with modern science.     

The neighboring Bowman family has its own magical tradition, and Benjie becomes involved in an escalating conflict with Hiram Bowman. What I like here is that the story never really asks us to choose between science and magic. Benjie's biochemistry works. His manipulation of hormones works. The laboratory is real knowledge.

But the witchcraft is real too.

Benjie's mistake isn't believing in science. His mistake is assuming that one system of knowledge invalidates the other.

By the climax, he is being pursued by something science alone cannot explain. Faced with death, he finally cries out that he believes, and the inherited supernatural world he has rejected responds. 

That is excellent material for Witchcraft Wednesday, and probably the centerpiece of this post. I am thinking of ways to adapt this to the magical families of Jackson (the Vales, Vosses, Thornes, and Cricklows) or better yet, to Sunny Valley.

Right after "The Convert" comes another Robert E. Howard contribution, the poem "Feach Air Muir Lionadhi Gealach Buidhe Mar Or." (Scottish Gaelic translation: "Look at the rising tide-a moon yellow as gold.") It invokes Mananan Mac Lir, the sea, ghostly ships, ancient shores, and the pull of an older Celtic world.

So Howard appears in both Coven 13 #3 and #4. That gives the final half of the original Coven 13 run a direct Appendix N connection. Unlike "The Little People," however, I wouldn't call this a newly discovered first publication without qualification. Bibliographies disagree about an earlier appearance in Howard's amateur-journal circle, The Junto.

"The Thing on the Stairs" by Lee Chater goes back to werewolves, but once again Coven 13 refuses to give us the standard cursed-man-under-the-full-moon version. It also features some of the cheesecakeist art we have seen from William Stout so far.

The Weres, yes, that is their name, are an ancient family who have lived alongside humanity for centuries. They can assume human form so completely that they consider themselves the genuine humans and ordinary Homo sapiens a rather underdeveloped species. 

That is much more interesting to me than another werewolf curse.

The Weres have their own family history, reproduction, attitudes toward humanity, supernatural enemies, and traditions. One ancestor even made a deal with the Devil for a creature called the Watchet, only for the Devil to discover the Weres had no soul to bargain away. 

This is another useful example of supernatural people rather than supernatural monsters. Humans aren't the default viewpoint. The Weres think they are normal.

There is something here for Jackson; I have spent some time these last two weeks trying to figure out how I want to do werewolves and other lycanthropes. I am not 100% there yet. Ok. I am not even 30% there yet, to be honest.

It is not terribly different in concept from last night's Teen Wolf.

"Eats!" by Sidney Harriet may be the strongest Sunny Valley story in the issue.

Gerald Johnson stops at an isolated roadside place during a rainstorm. The locals feed him an enormous meal while everyone else watches. Eventually he learns that they do this once every spring. They feed, fatten, kill, roast, and divide a traveler among the townspeople because the ritual keeps bad luck away and helps the crops. 

That is straight-up American folk horror. It's "Motel Hell" meets "Alice."

And this is March 1970, three years before The Wicker Man. The original, not the Nic Cage "Bees!" version. I'm certainly not suggesting a connection between them, but the similarities in the broad folk-horror machinery are striking: an isolated community, agricultural fertility, seasonal ritual, and an outsider who becomes the sacrifice. The Wicker Man would not appear until 1973. 

For Sunny Valley, this is almost immediately usable.

Then we get the conclusion to "Let There Be Magick!", and it is enormous because Landis compressed what was originally planned as a five-part serial so it could end here.

By the finale, we're deep into armies, sorcerers, undead creatures, magical attacks, alien forces, telepathy, science-fiction technology, kingdoms, and enormous fantasy battles. At the climax, the Pug-Boos summon something like a quarter-million dottles into the battle, turning what should have been an apocalyptic confrontation into something almost absurdly gentle.

And then we finally learn more about the Pug-Boos. The protagonist is a Galactic Adjuster. The Pug-Boos reveal that they are something greater: Universal Adjusters.

So the apparent fantasy world has been sitting inside a science-fictional cosmology all along.

That ending really completes the point we've been making throughout these four issues. Coven 13 doesn't care very much about keeping fantasy, horror, science fiction, sorcery, occultism, folklore, and weird fiction in separate boxes.

The readers noticed this too.

One letter in this issue asks for more ceremonial magic. Another reader calls "The Little People" the best story in #3, asks for more Howard, and praises Let There Be Magick! as sword-and-sorcery. 

But another reader takes exactly the opposite position, arguing that if Coven 13 is supposed to be about "WITCHCRAFT-HORROR-THE SUPERNATURAL," then Let There Be Magick! has no place in it because it is simply fantasy.

Reminds me of the letters to Dragon a bit.

That disagreement may be one of the most interesting things in the whole issue. We've just spent four issues watching Coven 13 show that Landis doesn't really accept that distinction.

And that may be the best angle for the final post.

The first issue asks what modern supernatural fiction should look like. The second argues that supernatural things need context. The third really brings witchcraft, folklore, weird fiction, and fantasy together. And the fourth ends with the readers themselves arguing over whether fantasy belongs in a magazine about witchcraft and the supernatural.

Then Coven 13 disappears, and Witchcraft & Sorcery takes its place. But we won't see it for another year.

More than any previous issue, #4 feels like a crossroads. That seems entirely appropriate for the end of Coven 13.

I don't have all the issues of Witchcraft & Sorcery, but when I do, I'll have to do a retrospective. 

Witchcraft & Sorcery, Issue #1

Tuesday, October 27, 2026

October Horror Movie Challenge: Teen Wolf (1985)

Teen Wolf (1985)
 Ok. So. I was talking with my wife over the weekend while doing yard cleanup (it was 70 this past weekend in Chicago!) and I was talking about how I am trying to figure out what species could be found in Jackson Public High School. I have humans, half-demons, and even some ghosts. I was considering some were-creatures like werewolves. She liked the werewolf idea, but she likes werewolves. So I thought I'd go with the movie at the intersection of high school, werewolves, and the 1980s. 1985's "Teen Wolf."

Teen Wolf (1985)

So yeah, this is a rewatch. I saw this in theatres when it first came out. Michael J. Fox plays Scott Howard, a fairly ordinary high school kid who discovers lycanthropy runs in the family. Instead of becoming a ravening monster, he becomes better at basketball, more confident, more popular, and a lot hairier.

What interests me now is how completely Teen Wolf removes werewolves from traditional horror. There is no curse to break, no silver bullet, no tragic transformation under a full moon, and almost no fear of becoming the wolf. Scott's father is also a werewolf and treats the whole thing as an inherited family condition. The real conflict is not "am I becoming a monster?" but "what kind of person am I when everyone suddenly thinks I am special?"

That is a very useful idea for Jackson.

Werewolves in Jackson

I don't think every werewolf in Jackson has to be a cursed killer. I prefer to think of lycanthropy as something that can take many forms. For some, it's an inheritance; for others, it's the result of a bite or curse. Some have more command over it than others. In any case, it gives the werewolf more range than the simple routine of waiting for a full moon.

The inherited kind is particularly to my liking. A Jackson teenager could find out one side of the family has always been "different," and no one else needs to know. When the kid makes his first change, Dad is not beside himself with horror. He sighs and lays down the rules. It is still a frightening business, but it can also be awkward, funny, and quite ordinary.

Teen Wolf would have it that the transformation does away with the person less so than it amplifies what was there to begin with. Scott becomes more athletic and sure of himself, yet he also gets arrogant because everyone is happy to give him credit for being the Wolf. With Jackson, I see lycanthropy ratcheting up aggression, appetite, protectiveness, and territorial instincts without necessarily making him evil.

So more "Bitten" and less "The Wolfman." 

It is a more compelling teenage werewolf. The risk is not so much that the wolf will get the upper hand, but that being the wolf is very gratifying.

Then there is the very Jackson in that the whole town is in on it. An old family may have been turning out werewolves for ages. The principal is aware of it, as is the football coach. Some teachers recall the father’s own episode twenty years back. No one is phoning the police; this is Jackson, and there are ways of handling such matters.

Trouble comes when the kid stops following the rules.

That is the lesson from Teen Wolf. Werewolves need not be Gothic monsters. In a small town, they are your neighbors and farm kids and the family down the road, or the athlete in class. The horror sets in when what has long been under control isn't anymore.

Or at least that is one idea. It is late, and I am tired. 

October Horror Movie Challenge 2026
Viewed: 42
First Time Views: 28

October Horror Movie Marathon 2026

Monday, October 26, 2026

October Horror Movie Challenge: Sukkubus (1989)

Sukkubus (1989)
Sukkubus, also known as "Sukkubus - den Teufel im Leib" or "Succubus the Devil Inside (in the flesh)" is a German film that has been on my list for a bit. I finally found a copy.  The plot, indeed the entire story, is basically the same as Sennentuntschi (2010).

Sukkubus (1989) 

The film is in German, but you almost don't need to know any to follow the movie. Two shepherds and a boy are up in the Alps tending their flock. They are a bad combination of cruel, horny, and overly religious. One night they decide to add drinking to the mix, and the two shepherds make an artificial woman out of the old rags they have lying around. 

The doll comes to life the next day as a succubus, played by Pamela Prati, who is pretty much only wearing colored contacts. The shepherds, in their fear, alternate between assaulting her and trying to kill her. Unlike Sennentuntschi, there is no doubt about the maliciousness of the succubus. She wants them dead as well. 

But who is the monster here?

The movie identifies the created woman explicitly as a succubus and leans much harder into the supernatural than Sennentuntschi does.

That is where the comparison gets interesting.

When I watched Sennentuntschi in 2021, the question I kept coming back to was whether the woman was a demon, a witch, or simply an abused woman onto whom everyone else was projecting their fear. The film deliberately complicates the old legend. The men create the doll, but what follows becomes tangled up with rape, murder, religious hypocrisy, and decades of violence against women. By the end, the supernatural explanation is almost less horrifying than the human one.

Sukkubus is much closer to the legend in its raw form. The men are isolated, sexually frustrated, drunk, and foolish enough to make themselves a woman. Then the fantasy becomes real and punishes them.

There is something almost fairy-tale simple about that.

Be careful what you make.

Especially when what you are trying to make is another human being for your own use.

The 1989 movie is also much more direct about sexuality. The title itself tells us what sort of creature we are dealing with, and Pamela Prati is presented as an explicitly erotic supernatural presence. That puts the movie squarely into the territory where sexploitation and folk horror overlap. The men want a woman reduced to an object of desire, and then that object becomes a subject with desires, power, and violence of her own.

That is probably the strongest connection between the two movies.

Both begin with men constructing an imaginary woman.

In one version, she becomes a demon.

In the other, the real horror is what the men do to the woman once she exists.

NIGHT SHIFT and Sunny Valley Connections

For NIGHT SHIFT, Sukkubus and Sennentuntschi take me straight to Sunny Valley, not Jackson.

Sunny Valley is where the old stories aren't quaint folklore. They are survival instructions. The mountains are full of things that were there before the town, before the settlers, maybe before humanity itself, and people learn quickly that some traditions exist because someone once ignored them.

That is where The Ragwife fits.

The Ragwife is Sunny Valley’s version of the same basic "made woman" story behind Sukkubus and Sennentuntschi. She is assembled by lonely, cruel, or foolish men from whatever they have at hand: feed sacks, corn silk, quilt scraps, broom straw, flour paste, coal dust, stolen hair, even a church dress. The men make something shaped like a woman because what they really want is a woman without will, without demands, and without the ability to say no.

Then the Hall’er gives her life.

That is the part that makes her very Sunny Valley.

The men think they are performing the act. They think they are making her. In truth, they have only built the invitation.

Something older notices.

The Ragwife is not necessarily a succubus, demon, ghost, or witch. Sunny Valley has plenty of things that do not fit comfortably into those categories, and I am perfectly happy keeping such categorizations vague. She exists because the men tried to reduce a woman to something they could own, and whatever lives in the mountains answers that act by giving their creation exactly what they tried to deny her.

A soul.

A will.

And anger.

The local version of the story probably comes down to one warning:

"A man makes a Ragwife when he wants a woman without a soul. The Hall’er always gives her one anyway."

That makes her closer to the moral machinery of Sennentuntschi than the straightforward demon of Sukkubus, even though she can still function as a supernatural monster. Her violence is not random. She responds to ownership, coercion, shame, and abuse, and her revenge has a symbolic quality to it. The men who tried to make a woman into an object discover that the object can remake them in return.

For a NIGHT SHIFT adventure, I would not explain exactly what she is.

The characters might find three different versions of the story. One old woman insists the Ragwife is a demon. A preacher says she is punishment for lust. Someone else says the Hall’er simply reminds people who forget that living things cannot be owned. 

All three explanations may be wrong.

All three may be dangerously right.

That is how Sunny Valley works.

Jackson has monsters with histories, grudges, motives, and names. Sunny Valley has things that feel more like parts of the landscape. You don't necessarily defeat them by learning their Vitality and Defense and finding the right weapon.

You learn the rule.

You figure out who broke it.

And sometimes the smartest thing you can do is put things back the way they were and leave the mountain alone.

October Horror Movie Challenge 2026
Viewed: 41
First Time Views: 28

October Horror Movie Marathon 2026