It's April and I want to kick off a semi-regular feature on my Jackson, IL game for the NIGHT SHIFT® RPG.
I want to talk about the characters and the adventures from my "Tales of Jackson, IL" game.
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| The NIGHT SHIFT® Character Keeper! The MUST-HAVE school supply for the 1986-87 school year! |
For Whom the Bell Tolls
This first adventure, For Whom the Bell Tolls (all adventures will be named for songs from the 1980s) begins over the Fall of 1985. The large school bell, which hasn't worked since 1935, begins to ring. The problem is that only people and creatures of supernatural backgrounds could hear it. So PCs and some NPCs do. So do all the monsters in the nearby area, and they are all coming to Jackson. If that sounds uncomfortably like a "diner bell," then you would be right.
The antagonist of this adventure is/was "The Bell Ringer." His job is to announce the arrival of an even bigger bad guy later on. I have not hinted this yet, but this Big Bad is known as The Hollow King. He was pretty easy to deal with once found, but he had already done his damage.
I'll detail some of the player characters in future posts. One of the characters that was here for this adventure did not make it to later ones. No character death, just new characters. But I wanted to make this so that characters can come and go as needed.
For levers, this is a Cinematic game, with Cinematic violence and healing.
Look, I am wearing my influences here on my sleeve. This is Stranger Things meets Charmed meets Buffy meets Supernatural meets The Craft. But also a little bit of Dark, since I do pick up these characters many years later.
Welcome to Jackson, IL!
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| The Cheerleader, The Outsider, and The New Girl |
Jackson, Illinois, seems like the kind of town that blends in with a hundred others in the mid-west, at least until night falls. On the surface, it is all Friday night football, crowded school hallways, two local colleges that give the town just enough polish to feel more important than it is, and grown-ups going through the motions as if nothing is wrong.
It is the 1980s in full neon color, with mixtapes, faded denim, old trucks, pay phones, greasy diners open too late, and gossip that never stays quiet for long. But under the steady pulse of small-town life, something far older and far stranger is waking up. Forces beyond understanding are creeping into the edges of everyday life, and the kids of Jackson are about to learn that coming of age can be just as frightening as anything lurking in the dark.
At the center of the story is a close-knit group of friends and families: outsiders, golden boys, first loves, brainy overachievers, and kids who have already seen too much. Each of them carries private wounds and hidden truths into the shadows. Some have never left Jackson. Some have only just arrived. Some already know that the town is not what it pretends to be. Together, they become the emotional core of the campaign, a web of teenagers and adults bound together by fear, loyalty, and survival in one deeply haunted American town at the tail end of the Reagan years.
What I want to do with this series, at least, is present some of the games we have played and the NPCs. The NPCs were where I started here because I wanted these halls to feel like they were filled with people, not archetypes like "The Jock." "The Wierd Girl," "The Cheerleader." I wanted them to have names and motivations. So I started building them based on characters I have posted here before, which gave me instant personalities and buy-in. But not every character I have is a god fit. Grýlka and Doireann, for example, are a lot of fun, but to fit them into this game, I'd have to take so many liberties with the characters that I might as well have started from scratch. So I used mine, and since I had a pack of Pathfinder minis sitting on my desk here, I started adding them as well.
I also very specifically did not want to do a modern version of West Haven. West Haven does appear in the NIGHT SHIFT® rules, but that is the future (or rather the present day). I wanted something smaller. Plus, I already have a NIGHT SHIFT® version of West Haven going with Elowen. But that is not an ongoing game at the moment.
I have teased some characters, but again, I want this place to feel alive. I think I owe that to the players.
The Witches
I knew from the start I wanted three witches who look like they come from three different walks of life. I knew Larina was going to be one of them; in fact, I wanted to use the date I first created her, July 1986, as the time when this game starts. But I needed at least one summer break, so I pushed it back to 1985. Why are you so specific about the dates? One big reason. Music. Music was a big deal in your 1980s high school. So I wanted to build authentic playlists.
- 1985
- 1986
- Tales from Jackson, IL (Campaign playlist)
Of course, with three witches, they all can't be "the weird one," so I split that up a bit. Since Pathfinder was at hand, I adopted Feiya and Seoni as Faye and Stephanie, respectively.
Everyone starts out at 1st level, but the girls here are just a notch higher in case they need to rescue anyone.
Larina "Nix" Nichols
2nd-level Witch, Human
Strength: 9 (0)
Agility: 10 (0)
Toughness: 11 (0)
*Intelligence: 18 (+3) P
Wits: 17 (+2) s
Persona: 17 (+2) s
Vit: 3 (1d6)
DV: 9
Fate Points: 1d6
Check Bonus (P/S/T): +2/+1/+0
Melee bonus: +0 Ranged bonus: +0
Saves: +3 to spells and magical effects
Special Abilities: Arcana, Casting 60%, Enhanced Senses, Arcane Bond (Steph and Faye)
Skills: Research (Int)
Languages: English, Latin, German, Greek
Spells
1: Magic Missile
2: Continual Flame
This is not witch queen Larina, or even really powerful Larina. This is "new girl in town" Larina. Normally, she is the "weird one," but here I am opting to make her "the smart one." She is the one with the research books and systematized knowledge. So if the PCs need help they can go to her.
Hair: Red
Eyes: Blue
Archetype: The New Girl
Quote: "I am sure I just read that somewhere..."
Quirks: Right-handed, wears her watch on her right hand.
Theme song: "Night Bird" - Stevie Nicks
Family: Her father, Lars Nichols, is a professor at MacAlister College. Mother died 18 months ago.
Faye Thorne
2nd-level Witch, Human
Strength: 10 (0)
Agility: 12 (0)
Toughness: 14 (+1) s
Intelligence: 18 (+3)
*Wits: 18 (+3) P
Persona: 17 (+2) s
Vit: 4 (1d6)
DV: 7 (leather jacket)
Fate Points: 1d6
Check Bonus (P/S/T): +2/+1/+0
Melee bonus: +0 Ranged bonus: +0
Saves: +3 to spells and magical effects
Special Abilities: Arcana, Casting 60%, Enhanced Senses, Arcane Bond (Steph and Larina)
Skills: Intimidate (Cha)
Languages: English, German
Spells
1: Chill Ray
2: Cause Fear
Fiona Voss, or as she is known now, Faye Thorne, is the creepy goth girl outsider. She lives with her two very strict and terrifying aunties (really hags in disguise), and hides under headphones, a leather jacket, and enough sarcasm to power a small city. She and Steph used to be best friends until their falling out a couple of years ago. Unlike Larina, Faye has learned all about witchcraft by doing it.
Hair: White
Eyes: Gray
Archetype: The Outsider
Quote: "Wow. You really think your opinion matters to me."
Quirks: Always wears headphones and a pentagram necklace. Loves super spicy food, scary spicy.
Theme song: "A Forest" - The Cure
Family: Her parents, the Vosses, died in a car crash when she was a toddler. She was raised by her aunties, who changed her name. Her aunties are really disguised hags hoping to use her natural magic.
Stephanie "Steph" Vale
2nd-level Witch, Human
Strength: 12 (0)
Agility: 14 (+1) s
Toughness: 13 (+1)
Intelligence: 13 (+1) s
Wits: 10 (0)
*Persona: 18 (+3) P
Vit: 4 (1d6)
DV: 9
Fate Points: 1d6
Check Bonus (P/S/T): +2/+1/+0
Melee bonus: +0 Ranged bonus: +0
Saves: +3 to spells and magical effects
Special Abilities: Arcana, Casting 60%, Enhanced Senses, Arcane Bond (Larina and Faye)
Skills: Drive (Agl), Gymnastics (Agl)
Languages: English, French
Spells
1: Charm Person
2: ESP
To the outside world, Stephanie Vale is a ray of sunshine, but on the inside...yeah, she is pretty much the same. Stephanie is a nice girl who moves in and out of social situations with the skill of an adult twice her age. She just broke up with her long-time boyfriend, Val, and her mother and father wish she would start dating Andy Thompson. But Andy is so deeply in love with Rowan that Hallmark follows them around for ideas. She is captain of the Cheer team, but now she is involved with new girl Larina and Faye Thorne, of all people.
Like many things, witchcraft comes naturally to Steph.
Hair: Blonde
Eyes: Blue
Archetype: The Cheerleader
Quote: "Alright, everyone! Teamwork makes the dream work!"
Quirks: Positive attitude hides a crippling desire to please everyone.
Theme song: "We Got the Beat" - The Go Go's
Family: Second-richest family in town (behind the town founders, the Thompsons). Father Arthur is a lawyer, and Mother Beatrice is a stay-at-home mom. She has an older brother in college, whom she thinks is the best ever, and a younger sister who spends a lot of time on a computer.
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My NPCs are coming along. I will likely talk about the "nice" ones, since they are most likely to help the PCs. By halfway through the first quarter, watching Stephanie, Faye, and Larina always hang out together will be the stuff of talk and darker gossip.
I will say this. These characters have been a blast to use, and I am so pleased with them.
Because I like to think of these things, I also have plans for everyone some years later. Just have not nailed all that down at all yet.
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| Steph, Faye, and Larina at breakfast. Why is Larina wearing sunglasses? Photogray lenses? Maybe she is hungover. |
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1 comment:
Immersive set-up. Looking forward to seeing where this campaign goes and how the characters, NPCs, and setting evolve.
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