Showing posts with label horror. Show all posts
Showing posts with label horror. Show all posts

Tuesday, October 6, 2026

October Movie Challenge: Phenomena (1985)

Phenomena (1985)
Going back to 1985, to another Argento giallo, and another rewatch. Though it has been a little bit since I saw this one. This movie is notable for being one of the earliest roles for actress Jennifer Connley. This is not her first role, but it is one of her breakout ones along with Labyrinth of the same year.

Phenomena (1985)

This movie has it all: a serial killer and a Swiss boarding school, Donald Pleasence and some heavy metal, psychic insects, and even a chimp with a straight razor. And yet one would be hard-pressed to call that a full description of what is on screen. It is bonkers. I kinda love it.

We begin with the murder of a young girl. By the way, what is it with Argento and scissors? Anyway, as it turns out, her murder isn't the important piece, well at least at first. What is important are the bugs. 

The story soon follows Jennifer Corvino (Connley), the teen daughter of a well-known American actor. He has put her in the Richard Wagner Academy for Girls (yup, that is the name), an exclusive institution in the Swiss countryside. The locals have a way of calling the region "Swiss Transylvania," which might have given her father pause before he left her there.

Jennifer is prone to sleepwalking. On one such nocturnal wandering, she comes across the murder of a young woman and makes her way to forensic entomologist Professor John McGregor (Donald Pleasence). McGregor examines the insects on a corpse to tell the police where and when a death occurred. He is also the owner of Inga, a very smart chimpanzee who acts as his aide and nurse.

Jennifer realizes she has a peculiar rapport with insects; they do not go after her. She can sense them, talk to them, maybe even put them to work. McGregor figures this talent could be put to use in tracking down the man responsible for the deaths of young women in the vicinity of the school. Because of course that is what you do.

Like I said. Completely insane.

Again, this is like four movies. A serial killer, psychic girl, bugs, and whatever the hell is supposed to be up with that chimp. Not to mention the Swiss Transylvania thing, the headmistress who missed the casting call for a Nazi She-wolf of the SS movie,  and the asylum next door to the school. Most directors would have whittled that list down to two or three concepts. Not Argento.

Connelly is good and is showing some of the promise that will feature in her future roles. Hard to believe she is only 14-15 here. I mean, yes, she looks young, but she has solid acting skills. Her character is scared of the goings on around her but at the same time drawn to the insects; she has no desire to be cured of it, only to make sense of it.  Of course, the adults in her life are of little assistance. The school thinks her unstable, her peers make fun of her, and a doctor wants to write it off as mental illness. Then there is McGregor. He wants to use her as the bug-whisperer. It is the sort of role Pleasence excelled at in the 1970s and 1980s. Brilliant, eccentric, and likely clued in to something the rest of the cast can only guess at.  His and Connely's interaction is one of the best things in the movie.  A movie of just these two exploring her psychic ability would have been good.

The soundtrack is an odd mix of songs from Iron Maiden, Motörhead, Andi Sex Gang, and the like with Goblin and Claudio Simonetti. To have heavy metal intrude on a scene of Gothic suspense can be jarring, but it puts an identity on the film. At times it is brilliant; at others one gets the impression someone has put on the wrong record. I can't deny the soundtrack, on its own, is great. 

In the final act, Phenomena lets go of any pretense of restraint.  Typical for the time and typical for Argento really. We are treated to a decaying house with a secret basement, a pool of decomposing bodies and maggots, a murderous mutant child and some violent turns of events. There is even a chimpanzee of unexpected utility. In the last twenty minutes, Jennifer endures an extraordinary ordeal. By the time she is done, caked in filth, blood and bugs, she has stopped running from what she is capable of. For me, that is what makes the film. 

She starts out as the kind of odd girl everyone wants to dismiss or put in her place, but she is not so easily put down because the source of her strangeness is real and potent.

Is this one of Argento’s finest? Not likely. It is erratic and too given to substituting one bizarre notion for logic. But it is fun, often gorgeous and horrific to look at in equal measure.

I watched the longer Italian cut. That is the one I recommend over the shorter "Creepers" version. Though it does remind me I really need to learn Italian. 

Jackson, IL Connections

Jennifer Corvino is right at home in NIGHT SHIFT. As a psychic who channels her gifts through insects, she can quiet a dangerous bug or get an impression from those congregating on a corpse, and in time turn them into a threat. That ought to be frightening to all concerned.

So, take an adventure where a student at a private academy claims to have seen a murder in her sleep. The adults don’t believe her, but a forensic entomologist notes the swarm outside her window is arranging itself into a map. The insects are telling her where the dead are buried. A bit heavy-handed? Yeah, but I lack Argento's style.

Phenomena is a supernatural giallo, a heavy-metal nightmare, an origin story of sorts. It has no business working. Yet it does.

October Horror Movie Challenge 2026
Viewed: 8
First Time Views: 5


October Horror Movie Marathon 2026

Monday, October 5, 2026

October Movie Challenge: Dark Tower (1987)

Dark Tower (1987)
 Tonight’s movie is not based on Stephen King. 

It does have a haunted tower, though. More importantly, it has Jenny Agutter, who has long been a favorite of mine.  It is also an "Attack of Opportunity" movie of sorts. I mean it has been on my list, just not the one I was planning for this Challenge. So it almost fits my time frame. Plus it has Jenny Agutter (I know, I have said this twice, expect it again), so there is that.

Dark Tower (1987)

Carolyn Page (Agutter) is an architect of some success. She has been put in charge of an enormous new office tower in Barcelona, a modern and costly edifice that is almost ready for its opening. Headed to her office, she sees a window washer outside, and suddenly he is fighting with something outside, and he falls 28 stories to his death.

Then more strange deaths start to happen. It becomes clear, at least to the cast, that it is a supernatural element and not, say, just a series of malfunctions. 

Dennis Randall (Michael Moriarty), a security consultant, is on hand to look into it. He starts by seeking out the practical side of things, but the body count soon tells him otherwise. Well, that and seeing ghosts. He enlists the aid of Max Gold (Theodore Bikel, who is actually not all that bad here), a paranormal investigator, and he sets about examining the history of the tower and its designer. That would be Carolyn’s late husband. Oh, Kevin McCarthy is in it as a drunk psychic playing pretty much to type. 

So Agutter is good, but not up to the standards I have for her. Michael Moriarty is ok, but like Agutter, he is not given a lot to work with here. Neither lives up to their acting chops.

So yeah, the building is haunted. Haunted houses are good, haunted castles are better, so a 28-story haunted high-rise is the best of all, right? Well...not in this case.  Note: this movie came out a year before Poltergeist III, which also features a haunted high-rise. 

I did want to like this one more; the cast is good. Some of the acting is good, others less so. The idea is good. It just never came together.

Jackson, IL Connections

I said before that you don't always need a haunted castle, or in Jackson's case, a haunted abandoned hospital (seriously, what the hell is up with my town?), a brand new building can have ghosts too.

It does give some ideas on what to do with my psychics, though. But that will have to wait a bit more.

October Horror Movie Challenge 2026
Viewed: 7
First Time Views: 5


October Horror Movie Marathon 2026


Sunday, October 4, 2026

October Movie Challenge: Chopping Mall (1986)

Chopping Mall (1986)
Time to hit that other center of teen action outside of the high school in the 1980s; the mall. 

Oh. So, I decided that this year, even when I watch multiple movies on the same day, I am going to give them each their own post unless they are obviously related by theme or sequels and the like. It makes it easier for me to come back and find a particular movie if I need to. 

Chopping Mall (1986)

Ok. I'll admit it. I like this movie. It is goofy and weird. Plus, it has a strong cast, including the always-fantastic Barbara Crampton. Back in the mid-80s, that was usually enough to get me to watch a movie. Plus, it has Dick Miller in it, and he is always fun to have in a flick. As is Kelli Maroney of Night of the Comet fame. 

The premise is dirt-simple. The mall has a new security system in the form of three Daleks Killbots Protector Robots. Lightning strikes the mall, messing up the computers, and the robots go on a killing rampage. The plot is essentially the same as Jurassic Park.

It's not high art, but it is a lot of fun.

The teens/young adults are not the typical victims. I mean, they are partying in the mall after hours, but that is hardly typical horror movie bait. I mean, yeah, they are all having sex and the women walk around in various stages of undress, but again, that is really just 80s-typical. I mean, who hasn't run through a mall in their underwear, amiright?

This one also has scenes that are basically an (overt) homage to Rambo, but here it makes sense.

Filming took place in a real mall with a few shots at Roger Corman's studios.

The cast is great and above your normal horror movie fare. Of course, everyone in this cast has been in multiple horror flicks, and honestly it looks like they had a good time. I know that Barbara Crampton is a big fan of this movie. 

I watched "In Search of Darkness: A Journey into Iconic '80s Horror" prior to all of these so I could get a better idea of what to watch. Barbara Crampton talks about filming at night after the stores close and needing to wrap up before they all open. And she loves the kill where Leslie Todd's (played by Suzee Slater) head gets lasered and explodes. Note: some online sites say it was Crampton's character, "Suzie Lynn," who gets lasered; I think that's because the character's and actor's names get confused. And both are blonde. And most likely, people were not paying attention. 

There are a lot of horror movie Easter Eggs in this one too, which is a lot of fun.

Jackson, IL Connections

Jackson, IL is based on a real place, Jacksonville, IL. It has worked out great for me so far except for one little problem. Jacksonville, IL did not (and still doesn't) have a mall. So I had to invent one. It doesn't look like the one here. Though the pizza guy here may have helped me figure out who Sal was (and an old boss I had when I worked at Pizza Hut myself), there is still a lot to like about this movie.

I have always wanted to do an adventure in an old mall with zombies. Zombies. Kill-bots. About the same thing.  

NIGHT SHIFT has zombies covered, and if you want kill-bots, then Thirteen Parsecs has you covered. 

I might need to write up Lincoln Square Mall now. 

October Horror Movie Challenge 2026
Viewed: 6
First Time Views: 4


October Horror Movie Marathon 2026


October Movie Challenge: The Majorettes (1986)

The Majorettes (1986)
Going back to 1986 again with some of the oldest-looking high school students so far.  I will say this, I am going be completely burned out on canned 80s synth-pop by November.  Though in typical 80s slasher flick fashion, we get about 5 minutes in before there is any gratuitous nudity or creepy stalkery types. This one gives us two, Harry AND his mother, Helga Schuler. Harry is a creepy Peeping Tom, and Helga is a live-in nurse who wants to kill her patient. Fun times.

The Majorettes (1986)

Someone is murdering the majorettes of a small Pennsylvania high school. For the record, I don't think my school had Majorettes. We had cheerleaders and pom-pom girls. Also, I don't know if I honestly know the difference, really. 

Anyway, the killings start right away. Our first victims are Tommy and Nicole. 

The killer wears military camouflage and a hood, stalks the girls when they are alone, and leaves their bodies in or near water. The murders appear to be part of some twisted religious ritual, with the killer believing he is cleansing the girls before they can become corrupted adults. The slasher is a surprise. 

The acting is, well, fairly terrible. But I wasn't expecting much. But seriously though, the gang is some of the worst acting I have seen in a long time. 

So it is based on a novel by John Russo, who also wrote the screenplay. It was filmed in western Pennsylvania. So maybe it would be closer to my Sunny Valley setting than Jackson or Carbon Vale.

That is, until the movie turns into a low-budget Rambo wannabe. I get it. It was the 80s. It feels like two movies that were being filmed at the same time with the same cast and then accidentally spliced together. The Slasher flick and the High School drug turf war. And in this case, the two halves don't add up to a good single movie. At all. 

Bottom line here is it doesn't matter if it is good or not; I am looking for the vibe. Majorettes by 1986 doesn't give us anything we have not already seen a 100 times. I mean, its competition is movies like Friday the 13th, Halloween, and Nightmare on Elm Street. This would have been better if it had come out in, say, 1982. 

Jackson, IL Connections

So the ending got me thinking. Cheerleaders are favored prey of these slashers. And that could be true in Jackson too, except for one thing: my head cheerleader is a witch. And the football team's co-captain is a Divine Warrior. So my kids have teeth. 

Granted, this is not terribly different than the premise of "Buffy the Vampire Slayer," NIGHT SHIFT's older step-sister, and I do like subverting clichés too. The pretty blonde cheerleader does not have to be the first victim. The football player does not have to be the dumb jock who wanders off alone. They can be the people the monster should have avoided.

Stephanie would take an attack on herself personally, of course, but she would handle it. An attack on one of her cheerleaders would be something else entirely. Stephanie does not merely lead the squad. She knows those girls, watches over them, and considers their safety part of her responsibility. She is their protector. 

As she might tell the killer:

"Come after me, and I'll deal with it. Come after my girls? We are going to have a fucking problem. And by 'we,' I mean 'you.'" 

The dynamic changes when the supposed helpless victim start to throw fireballs. "Oh! You have a knife." Her hands burst into flames. "That's just adorable."

Yeah. I might need to find some other victims.

October Horror Movie Challenge 2026
Viewed: 5
First Time Views: 4


October Horror Movie Marathon 2026

Saturday, October 3, 2026

October Movie Challenge: Demons 2 (1986)

Demons 2 (1986)
Given the disappointment of Dracula 2025 I went back to the fertile ground of Dario Argento and Lamberto Bava for the sequel to the 1985 Demons movie. "Sequel" is generous since it is essentially the same plot.

Demons 2 (1986)

Demons (1985) had a bunch of people meeting up in a theatre when a bunch of demons attacked and killed or infected them all. 

Demons 2 (1986) had a bunch of people meeting up in a high-rise when a bunch of demons attacked and killed or infected them all. This one, though, also features a 10-year-old Asia Argento. It also assumes that the events of the first movie are now known to the whole world. 

This is not a great flick. It's also not a very coherent one. There is a group of young adults investigating "the restricted zone," and people are watching it on TV, but who is filming them? Is it live? If they are doing something they are not supposed to be doing, then where are the authorities? Of course, one of them bleeds on a demon, and it comes back to life. And then one of the demons comes through the TV to attack a woman in the high rise. And is it coming through the other TVs? 

The special effects are mostly, well, hysterical. Some are remarkably effective, and others are just remarkably bad. 

The soundtrack is pretty cool ,though. 

Jackson, IL Connections

So, I never quite understood why these are "demons" and not just some sort of mutant disease. Well, I guess "Demons" fits better on a movie poster. In truth, they are more like fast zombies. In a NIGHT SHIFT game, the infections could still be in place, and it could even be demonic in nature.

I'd have to figure out what makes them demonic rather than just really ugly zombies.

October Horror Movie Challenge 2026
Viewed: 4
First Time Views: 3


October Horror Movie Marathon 2026

Friday, October 2, 2026

October Movie Challenge: Fear No Evil (1981)

Fear No Evil (1981)
 This movie is a little outside my time frame, but it is a foundational movie for my ideas of Jackson. I used to have this poster on my wall for a while, and I later gave it to a friend. Long story short, I wanted to give him one of The Omen, but this worked. 

Fear No Evil (1981)

Andrew Williams (Stefan Arngrim), an eighteen-year-old high-schooler of some brilliance but also of a withdrawn nature. His classmates make life difficult for him, his father is afraid of him, and he has put himself at odds with everyone in his vicinity.

Likely because he is the reincarnation of Lucifer.

There are three archangels who have been reborn to stand against him, which is fortunate. Unfortunately, only two of them are aware of it.

We start the tale a few years earlier, when Father Damon (the Archangel Rafael) kills a man he is convinced is Lucifer. But evil has a way of not staying dead, especially in the movies. Lucifer comes back as Andrew, born in 1963 into a Catholic home where they will come to understand that there is something very wrong with their boy.

Fast forward to 1980, and Andrew is a senior. Columbia, Harvard, and Yale would all have him, but he has no use for college, his peers, or anything else, for that matter. His father has turned to drink and abuse; he thinks Andrew is evil and has no better way to deal with it. Honestly, his father is a huge jerk from the word go. 

Then there is Margaret, the sister of Father Damon. She sees the signs of Lucifer’s return and is under the impression she and her late brother were two of the archangels meant to put a stop to it. The third is Julie, an Andrew classmate who is quite unaware of her true self. It is a bit convoluted, to be honest.

On top of that, you have zombies, a haunted island fortress, demonic transformations, a Passion play gone horribly awry, some punk rock, resurrection, glowing crosses, and Lucifer about in full dramatic makeup like a methed-up Dr. Frank N Furter. And more special effects that an Earth, Wind and Fire video.  It is not exactly subtle.

Frank LaLoggia, who would go on to do Lady in White, wrote and directed this as his first feature. For a low-budget affair, it is wildly ambitious. LaLoggia has no intention of making a run-of-the-mill Antichrist picture; he wants a religious epic, a Gothic tale, a story of teenage rebellion and a horror film all in one. He did not always succeed. Though I prefer a film to overreach and fail rather than phone it in and call it a day.

Stefan Arngrim gives a performance as Andrew that is cold and still. He says little and looks at people with a good deal of contempt and resentment. In the early going, he is more sympathetic than those around him. His mother loves him but can do nothing to shield him; his father torments him out of fear; his classmates do what they can to torment him. They have already made up their minds he is a monster before he has even taken to his supernatural side. 

LaLoggia puts together a fine soundtrack from the Boomtown Rats, the Ramones, Patti Smith, the Sex Pistols and the like that lends the school scenes an energy at odds with the solemnity of the religious fare. You get the sense of a film made at the crossroads of old religious fears and new ones concerning punk and social mores, with the Satanic Panic on the horizon.

And in the final act, any pretense of restraint is dropped entirely. 

The special effects are as wonderfully cheap as they are effective. LaLoggia may have had certain visions for some scenes, but the film does not have the funds to realize them; instead, you are left with smoke, colored lighting, and some rather frantic editing, all delivered with complete sincerity. You know what? it still works.

I saw this when it was new, yet very little of the plot has stuck with me over the years. I could put my finger on the Satanic horror vibe and Andrew, but nothing about the high-school play or the reincarnated archangels, nor how odd things get in the final act. Perhaps because Fear No Evil is less a movie in the conventional sense and more like four horror movies in a trench coat. It is part *The Omen*, part Catholic nightmare, part low-budget epic, and part high-school supernatural drama. To say it lacks focus is an understatement.

I would be hard-pressed to call it a great movie, or even a good one. But still it was a fun one. 

Jackson, IL Connections

So Darren Vale is pretty much my homage to Andrew Williams and Fear No Evil. No. He is Andrew with the serial numbers filed off. Like I have said before, sometimes embracing the cliché is the way to go. 

Now this movie also has archangels, something I have not used in Jackson even though they are something that would work fine in any NIGHT SHIFT game. Honestly, I have not given them a thought really. I don't think they belong, to be honest. Jackson is hometown horror where the responsibility of fighting the forces of darkness belongs to ordinary people. Well...normal people and some supernatural people. 

October Horror Movie Challenge 2026
Viewed: 3
First Time Views: 2


October Horror Movie Marathon 2026


Urban Fantasy Fridays: The Unexplained (2009)

The Unexplained
 AH! It is October again. My favorite time of the year. Last year, on my Fantasy Fridays, I spent some time with urban fantasy games and, in particular, with the idea of using games as a sort of life-path development for my various characters. I actually did a few characters, but I only posted one, my witch, Larina. 

Something very interesting happened while I was doing that. I grabbed a couple of Pathfinder characters and was doing the same experiment on them. I remember sitting in my car one night, waiting for my oldest to get off work, and I began writing a bit on what those two characters would have been like as teens. Then I took it a step (ok, a big step) further and thought: what would they have been like as teens in high school, not in a fantasy world, but in an American high school, specifically in the Midwest.

Those two Pathfinder characters became Stephanie and Faye. I resurrected a bunch of other ideas, and by December of 2025, I had a very good idea about what my town of Jackson, IL, was starting to look like. It has been my obsession ever since, and here I am nearly a year and several thousand words later. If you go through those posts, you can see the ideas that eventually took shape as the Jackson I am talking about now. 

With this collection of Urban Fantasy Fridays, I want to explore other games in my collection that do similar, but not quite the same, things as NIGHT SHIFT does for my Jackson setting/Night World. I am committed to Jackson as a NIGHT SHIFT Night World, no other game fits it quite so well. But, I do want to see what these other experiences give me. I want to make sure I am capturing not only what makes NIGHT SHIFT special, but what makes Jackson so special to me.  For the Fridays in October I am going to pull some Urban Fantasy/Horror RPGs from my shelves and see how they work for me. Some are older games, others are newer but obscure, but all approach the "modern magical world" from different points of view, and all can teach me something.

Urban Fantasy Horror RPGs

Last year I went in order, more or less, of life span development. This year I am generally going in order of involvement with the supernatural. From least to most. For example, today's game, The Unexplained, largely deals with normal people dealing with abnormal things. In the last game, Night Life, the characters are the "abnormal things."

So lets get to it!

The Unexplained

by Bradford Younie, 
2009 Carnivore Games, 298 pages.

I talked about the FUDGE game, The Unexplained, way back in 2010. Or, more to the point, I talked about its sister game, Now Playing. Back then, I described it like this: if The Unexplained is the reality, then Now Playing is the TV series based on it. Both are FUDGE games and use FUDGE dice. They are 100% compatible with each other and both top my list as my favorite FUDGE games to date.

While I am looking at this game for possible ideas, I do want to point out that it is, by itself, a perfectly wonderful game. I have not looked at it in detail for over 15 years, and I am surprised at how playable it still is. 

Character creation is easy using a simple point-buy system. I was able to generate NINE characters in under an hour. Likely, I would have been faster, but I was trying to maximize the differences in my characters. 

The Unexplained posits that the characters are part of an organization dedicated to hunting supernatural monsters. Now, the nature of my Jackson kids kinda precludes this. That is fine; it is not a requirement of this game, merely a feature they are adding. 

The Foundation for Paranormal Investigation

The FPI is an in-game conceit that allows the players to get their characters together. It is part "You characters meet in a tavern" and part "You have been recruited by S.A.V.E. or A.R.T.E.M.I.S. or the FBI or SCP or whatever alphabet organization the characters need to join. 

That said, there are some really good ideas for putting together an organization like this and using it in a game. Maybe I'll revisit them someday, but right now I don't need them. My characters meet because they are all in the same school. 

But if this is your thing, then The Unexplained is worth picking up for these ideas. The underlying system is FUDGE, but really, as I showed already, replace the words with numbers, and you can play this almost as if it were Unisystem.

My Jackson Kids

Character creation was so fast and easy that, instead of doing one or two of my Jackson kids. I stated them all. Well. Most of them.  Plus the Character Concept Questionnaire I used from Now Playing was also a huge help. 

The Unexplained Characters

I won't add all of them here, but I will give two examples. My witch, Larina, and the reluctant ally, Vera. Why? Vera Rook is becoming a LOT of fun over here. She is just a great frenemy who adds some tension to the group. Plus, she irritates Stephanie and Larina, and that is always fun.

Larina Stephanie Nichols
Larina Stephanie Nichols

Profession: The Scholar* (I am using the Professions more like archetypes)
Paranormal Society: Jackson Public High School
RankAge: 16 
Income: Good
Luck: 3
Size: Medium/0

Attributes
Brawn: Mediocre
Agility: Fair
Stamina: Fair
Reasoning: Superb
Perception: Good
Will: Fair

Gifts
Attractive
Single Minded (Magic)

Faults
Curious
Obsession: Magic
Quick-Tempered

Psychic Abilities
Mental Psi: Psychometry (Fair), Telepathy (Fair)
Physical Psi: Telekinesis (Fair)

Skills
Astrology (Fair), Athletics (Mediocre), Concentrate (Good), Computers (Fair), Decipher Script (Fair), Drive (Mediocre), Gather Information (Good), Language, Greek (Poor), Language, Latin (Poor), Mythology (Good), Occult (Great), Parapsychology (Fair), Research (Good), Ritual, Wicca (Fair), Search (Good)


Vera Diane Rook
Vera Diane Rook

Profession: The Reluctant Ally* (I am using the Professions more like archetypes)
Paranormal Society: Jackson Public High School
RankAge: 16 
Income: Great
Luck: 3
Size: Medium/0

Attributes
Brawn: Fair
Agility: Fair
Stamina: Fair
Reasoning: Good
Perception: Great
Will: Fair

Gifts
Attractive
Increased Income
Patron: Rook Family

Faults
Blunt and Tactless

Psychic Abilities
Mental Psi: Psychometry (Good)

Skills
Astrology (Good), Bluff (Fair), Cryptozoology (Fair), Drive (Good), Gather Information (Fair), Ghost Hunting (Fair), Intimidate (Good), Occult (Fair), Persuade (Good), Religions (Good), Research (Fair), Ritual, Wicca (Fair), Sense Motive (Good)

This run is where we learn that Vera's family is Jewish. She is a witch yes, but her religion is Jewish. Much like Larina's religion is Wicca. Vera is a bit of a lapsed Jew, but I think I want to work more of it into her character later on. 

The images, as it turns out, are from the day after Larina's 16th birthday. Her birthday was on a Friday, and this would have been the next Saturday. 

Remember, with all these "Poors" and "Fairs," they are still just kids.

Though looking at the art of these two, they seem to be less Larina "Nix" and Vera "Raven" of Jackson and more Larina "Creepy" and Vera "Shadow" of Carbon Vale. 

-- 

The Unexplained is a lot of fun. I have never really connected with FUDGE, but this game makes me want to try it again.

Links

Thursday, October 1, 2026

October Movie Challenge: Slaughter High (1986)

Slaughter High (1985)
Let's get into this properly now.

I am going to spend this year's October Horror Movie Challenge with a couple of themes in mind. The first is movies from 1985 to 1986 and movies featuring high schools and small towns.  There is some overlap between these two themes, so I am going to start with those. I am actually a little surprised by how many I haven't seen.

Slaughter High (1985)

Pretty much in the center of my Venn diagram is 1985's Slaughter High. Now I was sure I saw this back then; I mean, it has Caroline Munro in it, and I tried to catch anything she was in.  But I have no memory of this one. I mean, there is nothing special about it, to be honest; it is a fairly predictable flick but that doesn't not make it fun. Plus, there are some good ideas here. Though I wonder, are they predictable or did I see this and just forgot it? It does have an old abandoned high school, like my Jackson setting, but in my defense, I actually stole that idea from my own hometown.

The film starts in 1976, but the bulk takes place later on in 1986 during the high school class reunion. 

The idea of a class reunion to bring all the school bullies is a fun one. Too bad the acting is fairly terrible. 

Marty is the local geeky kid who gets picked on. So ten years after the accident on April Fools' Day that disfigures him, he gets all his former bullies to a fake high school reunion where he kills them off one by one. 

Sadly, Simon Scuddamore, who played Marty the slasher, died of a drug overdose shortly after filming.

One note. I am watching this on Tubi, where I am planning to watch a lot of these movies, and it is so dark it is hard to see anything at all in some scenes. Not sure if it is Tubi, the copy they have, or if that is how the movie was. I know it is not my TV, at least.

Jackson, IL Connections

I am also going to try, where possible, to talk about what I can use from these movies for my Jackson, IL Night World for NIGHT SHIFT. Failing that, NIGHT SHIFT, Thirteen Parsecs, and/or Advanced Witches & Warlocks. For AW&W in particular, it will be more of a tonal thing; these are the things in the media around 1985-86 that might have influenced me. 

Slaughter High at least gives me some ideas for class reunions, not necessarily for the current group of characters (and my much-talked-about NPCs), but maybe for the Class of 1976 back for their 10th reunion. This shows that the horrors of this town keep happening over and over again. In truth I kind of like that idea. 

October Horror Movie Challenge 2026
Viewed: 2
First Time Views: 2


October Horror Movie Marathon 2026

Tuesday, August 25, 2026

#RPGaDAY2026: Day 25 Familiarity

 There is a familiarity to Jackson, IL, and for good reason. The town is rooted in the reality of Jacksonville, Illinois. 

I have not made an exact copy of it; my version of Jackson is fictional, put through the wringer and bent toward horror. But the underlying structure is genuine. You will find the same old buildings, the streets and parks and schools, the small-town cadence and the way folks know one another all too well. The names have been changed, but sometimes only just enough.

Such details are what make or break a game.

I put that to the test at EGG Con with my Jackson game. What struck people was how much the town seemed lived-in. It was one of the best compliments I could have gotten, really. Jackson ought not to come across as mere scenery. It has to be a place where lives were started and ended, where love and terrible errors and unfinished business have taken their course.

Horror needs that kind of weight.

Give me a haunted castle, and I am all for it. Yet there is something more unsettling about a haunted library or school, or a haunted house just three blocks from your friend’s. That is what gets under the skin.

Jackson is effective because it could be somewhere you have been.

It is somewhere I have been, if only in my nightmares at first, but now at my game table. 

Yog/West Haven NPC

It's Tuesday, so today is Emotion and Full of Grace. 

Satha of the White Veil, a former temple attendant from Yog who moves with impossible gentleness, even after escaping the Priest-Kings, and can soothe panic with a touch. She attends to the spiritual needs of the Yogian refugees; she is a cleric and not a witch, though she really isn't that anymore either since losing faith in her gods and the Priest-Kings. Someone or something is still answering her prayers.

Jackson Soundtrack


Friday, July 3, 2026

Urban Fantasy Friday: Slasher Flick Director's Cut

Slasher Flick: Director's Cut
At the start of the week, I posted about Horror Movie rules and the Final Girl. The topic of the Steven Jackson Games Magazine's Slasher Flick came up. I had never played that, but I did know about the RPG Slasher Flick: Director's Cut from Spectrum Games. 

I went back to Slasher Flick to see what it has that I can use to help flesh out my ideas for Jackson, IL. Obviously, Slasher Flick leans hard into the whole slasher sub-genre of horror, whereas Jackson is more supernatural horror. The list of movies is, of course, fantastic and a must-have. Reading the video recommendations is really one of the book's treats.

The obvious overlap is in structure. Jackson, IL is not a slasher setting in the strictest sense. There are slashers in it, certainly. There are masked killers, urban legends, haunted campuses, missing girls, old crimes that repeat, and all the usual things that make people in horror movies say, "I'll be right back," right before they absolutely do not come back.

But Jackson is not really about a killer with a knife. Jackson is about the thing under the town.

Slasher Flick is not just a game about killing off teenagers. It is a game about horror movie pacing. It understands that the first third of a horror movie is not really about death. It is about relationships. Who likes whom. Who is lying. Who is jealous. Who is scared. Who is trying to act brave. Who is going to make the wrong choice for exactly the right emotional reason. The book even notes that slasher films often focus on teenagers or college-aged characters, isolation, and the relationships and conflicts among them, especially in the first part of the movie. That is very useful for Jackson.

A Slasher Flick game asks, "Who is killing these kids?"

A Jackson game asks, "Why is this happening again?"

I'll talk more about this next week, but July 2026 marks 40 years since I first rolled up Larina as an AD&D character. So it seems fitting that I try her and her friends out. Compare and contrast their Jackson and Slasher Flick counterparts.

JACKSON, IL Coming July 10!

Larina "Nix" Nichols
Primary Character
Stereotype: Weird Bookish Witch Girl
Role: Smart Girl

Brawn: Poor
Physically Small / Not Built for This (-)

Finesse: Normal

Brains: Good
Occult Research (+), Perceptive (+), Knows the Library (+) 

Spirit: Good
Cool When Things Get Weird (+)

Special Ability: Psychic Power

Tidbits: Has a short temper. Has nightmares.

Items: Backpack, compact mirror, library card, Greek II notebook, flashlight, occult book, wristwatch


Stephanie Vale
Primary Character
Stereotype: Sweet Cheerleader
Role: Ms Popular

Brawn: Normal
Healthy (+)

Finesse: Good
Flexible (+)

Brains: Normal

Spirit: Good
Attractive (+), Annoyingly Perky (-)

Special Ability: Wholesome

Tidbits: Feels like she is the only one holding everything together.

Items: Car keys, cosmetics, mace/pepper spray, sunglasses, brush


Faye "Thornie" Thorne
Primary Character
Stereotype: Snarky Goth Girl
Role: Oddball

Brawn: Poor

Finesse: Good

Brains: Normal
Unconvential Thuinker (+) 

Spirit: Good
Bluff (+), Courageous (+), Witty Remarks (+), Overly Sarcastic (-)

Special Ability: Steel Yourself

Tidbits: Doesn't like to be touched, Loves hot peppers, encyclopedic knowledge of music

Items: Pentagram necklace, knife (in boot), knife (in pocket), knife (in jacket sleeve), leather jacket, cigarettes.


Candace "Candy" Mercer
Primary Character
Stereotype: Fun-loving Party Girl
Role: Smartass

Brawn: Normal

Finesse: Good
Breaking & Entering (+), Stealthy (+)

Brains: Normal
Resourceful (+) 

Spirit: Good
Seduction (+), Inappropriate Humor (-)

Special Ability: Dumb Luck

Tidbits: Shockingly good at First Aid. Uses inappropriate humor as a shield. Uses sex as a means of connection.

Items: First Aid kit, knife, baseball bat, lighter, cheap sweet strawberry wine/


Denise "Duchess" Carver
Primary Character
Stereotype: Party Girl with a heart of gold
Role: Rebel

Brawn: Normal
Street fighter (+)

Finesse: Good
Stealthy (+)

Brains: Normal

Spirit: Good
Bluff (+), Courageous (+), Untrusting (-)

Special Ability: Overcome

Tidbits: Knows where all the exits are. Doesn't trust anyone but Candy

Items: Crowbar, cigarettes, perfume, cosmetics, knife

--

Wow. I rather love these. I was thinking that these could be have been the girls in their next adventure, but this feels like early school year 1985. Maybe their second adventure and the first one with all five of them together.

Originally Candy and Denise were going to be Secondary Characters. But like how they evolved in NIGHT SHIFT, I couldn't help but make them Primary characters. These versions are likely the ones we see in Shadows of the Night.

Jackson and Slasher Flick Character Sheets

Slasher Flick Adventure: "Hey Mickey, You’re So Dead"

So I want a good "Slasher Flick"- style adventure that keeps all the characters involved. It's easy to keep Larina and Faye involved; they love spooky shit. Denise and Faye are always in trouble, but Stephanie. She was an issue in the beginning. She didn't have a lot of reason to stay with the others despite their magic connection. This helps me solve that. Granted. Your game will have different issues with different characters, but Steph is the stand-in for the Popular Guy/Girl who would normally not be hanging out with the High School weirdos. 

This adventure involves her.

Michele "Mickey" Wren was the head cheerleader in Jackson for the 1965/66 school year. A senior, popular, pretty, and hated by her rivals. So, while decorating for homecoming in the gym at the Old High School, the other cheerleaders and football players decide to prank her by taking away the ladder she was using. Mickey didn't see this and fell to her death.

20 years later, the pep-squad has convinced the school district to hold the Homecoming dance in the old High School Gym (the "new" gym is not ready yet). This wakes up Mickey's vengeful spirit, and she tries to kill the current roster of cheerleaders and football players. This includes Stephanie, Valentino, and Andy. Steph needs Faye, Larina, and strangely enough Candy and Denise to help.

I am including Candy and Denise, well, because I love them, but I also need someone to climb to where Mickey fell to her death, and frankly that screams Candy. She isn't afraid of heights. 

It starts when someone sees a girl in an older cheer uniform, but wearing a Crimson Cougar mask (Steph sees this first). Then killings start. The clues are in the library (old yearbooks, newspapers) the realization that someone has died in the school every year since there was a Jackson Public High School (Larina figures that out). Someone gets cut (allowing Candy to show off her first-aid skills), gets trapped under the old gym (allowing Denise to show them the way out), and, basically, I want everyone to have something to do. Faye is the one who figures out Mickey isn't mad because she died; she is mad because everyone forgot her. In the end, Steph decides that the Homecoming theme is 1965 and Mickey is remembered, so she doesn't come back to kill again. 

Mickey's Slasher Flick components would be:

Hard to Kill

She keeps coming back after being knocked down, drowned, electrocuted, or locked behind doors.

Linked Location: Jackson PHS Old Gym and Auditorium Wing

She is strongest in the old gym, locker rooms, stage, costume storage, catwalk, boiler access, and trophy hallway.

Signature Weapon: Sharpened Spirit Baton

The baton is part cheer prop, part ritual weapon, part murder implement.

Stalking the Prey

She appears in mirrors, trophy case glass, polished locker doors, and the dark windows of the gym before she attacks.

Tidy

Bodies vanish, blood is wiped away, and the school keeps looking normal until the final act. This lets adults doubt the girls. It also makes Steph trust the others because they believe her right away.

Episode Theme Song: Mickey, which Candy will hum when they are supposed to be sneaking around. 

Candy: (softly) "Oh Mickey, what a pity..."
Faye: "Could you not do that?"
Candy: "Sorry, inappropriate behavior is how I deal with stress."
Denise: "I thought random sex was how you dealt with stress."
Candy: "I have a lot of stress."

Yeah. I like this. I don't think I need NIGHT SHIFT stats for Mickey Wren, but if she comes back, I'll certainly do them. 

This should also be the episode where the players learn that someone has died in the school every year since 1936.

Tuesday, June 30, 2026

Vecna Must Die!

 I just watched the Season 4 finale of Critical Role's "Vox Machina" on Amazon Prime. Don't like Critical Role? Here's 50 cents; call someone who cares. I enjoyed the hell out of it. They set up their Big Bad for Season 5, The Whispered One. Or, as most of us who followed the stream, Vecna.

Vecna is getting some solid multiversal play. He is threatening Exandria; this winter, he was threatening Hawkins, IN, in the final season of Stranger Things. He even had a new multi-versal adventure arc for D&D 5e.  He even had some hits in AD&D 2nd Ed. His name dates back to Original D&D. 

Vecna is a bad dude.

The Vecna adventures

So it seems really strange that I have never run an adventure where he is the Big Bad. I have never even run one where he has been featured to be honest. Oh, I have started some, but by the time they went from idea to notes to something written to the table, it changed. Usually the Vecna "bits" are given over to The Necromancer.  Given his importance to the history of D&D, and in-world history too, it feels like I am missing out.

Trouble is, Vecna, as a threat, is an order of magnitude (or more) above most threats your typical AD&D/D&D5 character would face. Strahd's motivations are easy to grasp; that's what makes him a great villain. Even Iuz has an understandable point of view. Same with Szass Tam, Lord Soth, Areelu Vorlesh, or the myriad other bad guys that litter the D&D multiverse. 

What does Vecna want?

Once I can answer that question, I know what my adventure needs to be. Because whatever it is Vecna wants, it will not be good for the worlds the PCs live in. 

It can't be something as mundane as control. Or even godhood. Casting down all the other gods would get the entire multiverse up in arms against him. No. It has to be qualitatively different. 

What do I want?

That is also a good question. I want something that feels epic in scope and in play. I really don't want a MacGuffin hunt. I mean, it works, yes, but if Vecna has a plan to gather all the Dragon Balls Vestiges Artifacts, then why hasn't he done this already, quietly?

When I say epic, I mean EPIC.

I want it to cross universes, to cross genres, something when the players are done they feel like this was the best adventure of their lives.

What Features Would I Like?

This is a slightly different question. Vecna, as a topic, needs epic gestures, grand plans, multiversal-changing events. Or...more to the point. I need that. I have done hundreds of "small" adventures. Clear out the goblin nest, stop the orc raids, and then escalate. My players have fought Vampire Lords, Demon Princes, Dukes of Hell, and Witch Queens. I can do grand. But this needs to be bigger. I owe that to myself. A grand opus.

1. There needs to be world hopping. 

I said no MacGuffin hunts, but that does help here. I want to sample the worlds of D&D and I want to do it in a quality way. Vecna: Eve of Ruin does this, but I want to do it differently. 

2. I want a Tour of Editions

I have always wanted a campaign where the characters and players switch editions. Start out in OD&D or Basic and work your way up to 5th edition. Each major "Act" is a different edition. That would require me to be extra clever about the characters used and how to structure leveling up. Some pragmatic concerns include different leveling assumptions, i.e., max 20th level in AD&D 2, D&D 3 and 5, but 30+ in D&D 4 and BECMI. Also, class and species. Starting out in OD&D has limits on what classes people have access to. Want to play a Tiefling Warlock? Best I can do is a human magic-user. That being said, I would make allowances. If someone REALLY wants to play a Tiefling Warlock, sure, rules-wise maybe they start out as a human magic-user, but as play (and editions) progress they become that Tiefling Warlock. Which gets me to my next point.

2a. A Guided Tour

I *might* consider grabbing an iconic adventure from each edition and trying it out as part of this epic quest. It's just a thought.

3. I want the Players to have options

I want the players to feel invested in this campaign. I want them to care. The best way to do that is let them play what they want and leave it to me to figure out how to make that happen. SO I am not saying "No" to any reasonable request. So want to play a Teifling Warlock? Great! You can do that. I just need to figure out how to that in the BECMI part of the adventure arc.

4. The Stakes need to be High

None of this works unless what Vecna wants is so cosmos-altering that stopping him is never a question of "why do it?" but instead "how to do it?" The PCs need to stop him. The Players need to want to stopp him. 

What does this all add up to?

No freaking idea.

But it is a fun thought experiment. And it is certainly something I will do one day. I just have to keep picking at it. 

Monday, June 29, 2026

Mirror Mondays: The Witches of 1986, The Final Girl and the Adventuring Party

Candy and Denise, in trouble again
Candy and Denise, in trouble again.
Jackson, IL is a place where 1980s horror rules apply.

I just finished watching "In Search of Darkness" on Tubi, and it was wonderful. It is about 4 and a half hours long and covers movies from every year of the 1980s. There are some fantastic movies, wonderful interviews (Barbara Crampton and Cassandra Peterson still look amazing!), and just a wonderful romp through some of my favorite VHS, and now Tubi, memories. 

They talked a lot about the "rules" of horror movies and how more recent movies still abide by them and/or try to send them up. They are useful and a lot of fun. 

I have no desire to go by the book on every one of those rules, though. Some of them are better left broken or put into question. Others ought to be hauled out behind the old school and put in the ground where the football field lights can’t find them.

Then there is the matter of the Final Girl. She still has her place.

She matters in that she is the one who spots the pattern. The locked door, the photograph that isn’t there, a name you keep hearing, a song in the wrong room, some sound the rest of them don’t pick up. She puts two and two together before the adults do and lives to see how the horror is done. When the game is well played, she will act on it.

Mina Murray Harker is still my favorite example of a Final Girl. It might seem an odd choice for a discussion of 80s horror, but she is the root of it for me. More than simply being the one to outlast Dracula, she makes sense of things. She organizes the evidence, types up the journals, and turns fear into something you can act on. I find that more to my liking than the "last girl alive" trope.

For the 1980s, we have Nancy Thompson. She is a prime case. She stops waiting for the grown-ups to come to her rescue and starts making ready for the fight herself, having learned Freddy’s rules. Or take Kirsty Cotton in Hellraiser; she doesn’t survive by overmatching the Cenobites but by knowing their rules well enough to make a better bargain than the one they offer. Or  Laurie Strode in Halloween, or Ellen Ripley in Alien (ok, 1979, but she still counts). 

That is what I want in my games. None of the lazy notion that survival is a form of moral superiority, no purity or punishment for its own sake. The Final Girl endures because she learns and adapts and won’t let the monster have all the upper hand. That is good horror design and good adventure design.

In Jackson, the title of Final Girl does not belong to the witches. My playtests have shown it is usually Denise and Candy who are best at it. And that is as it should be.

They are NPCs, certainly, but they stand in for the kind of characters Jackson should be able to support. They are not here to supplant the ones at the table but to demonstrate the sort of arc you can get from the game. YOUR characters should feel like the Final Girl. At least that is my desire. 

Denise and Candy are not the stars of every Jackson game, but they are the proof of concept: ordinary people can stand in the center of the horror and still matter. In fact they can sometimes have the best clarity.

Denise and Candy are always in some kind of trouble. Not from any weakness or foolishness on their part, but because they are right in the human center of the horror. They are tied to the town and its consequences. The witches may spot the occult angles first, but Denise and Candy will see the human side of it. Who is being lied to? Who is missing? Who is afraid? Plus they just have a knack of being exactly where they shouldn't be. More Horror Movie logic.

What am I getting at? Survival is not always about power. It should be about noticing what is going on. 

It is what makes them targets and what makes them valuable.

The horror in this part of Illinois is not just about who wields the magic. It is about who comes through an encounter and doesn’t leave the vulnerable behind, the one you can run to later. That is where Denise and Candy count for most. They don’t just get through a bad night and disappear. 

I would call that a Final Girl arc, and I want one at my table. In a ways it is like The Hero's Journey, just with more AquaNet.

With this logic then there can be more than one "Final Girl." You will not find that in a film. A Slasher is built to whittle things down to a single survivor; a role-playing game has no need for such assumptions. The Game Master ought not to view the rest of the cast as so many bodies laid out to flatter one character’s significance. This is not a screenplay. It is a room full of people making their choices and rolling the dice to see if they can get through the scenario.

In Jackson, the Final Girl might be Final Girls. Or a boy. Or a coven. Or a whole lot of furious, battered teenagers who put up with the haunted school and then have to be in class on Monday. That makes for better play. The archetype is there, but the table is what counts.

And this is where we look at Advanced Witches & Warlocks.

In Gothic Horror, the Final Girl is often the helpless last victim. Mina Harker broke this mold. She is last, but she was never helpless. She was the hero.

In AD&D the Final Girl is the adventuring hero. To make her only the Witch would be too self-serving, too narrow. The Witch has her part to play: she is the one who knows the monster’s true name or reads the omen the others missed. But let the Fighter hold the door. Let the Cleric be the one who won’t abandon the dead. The Thief can spot the way out, the Magic-User the spell that turns the tide, the Ranger can follow the horror to its lair, while the Paladin stands at the threshold. The Gallowglass, the Warlock, the Magus, they all get their due.

The adventuring party in AD&D are all potential Final Girls. Fantasy and horror mix well because the dungeon is a haunted house with rules you have to learn or die by. D&D is different in that it allows your characters to be more than mere survivors. They become the ones who go back in.

You have Nancy setting traps for Freddy, or Kirsty haggling with Hell and coming out the other side. Mina is the one who collects the evidence to put Dracula to the sword. Laurie and Ellen telling the monster, "No." Then the party comes to the crypt with lanterns and spells, and someone says to the monster: "We know what you are now. And we know how to fight you."

That's D&D for "Get away from her, you bitch!"

That is the moment I am after. Not because I want to make horror easy. If the creature is reduced to a bag of hit points, you have lost the tone. But if the characters have put in the work, survived the first pass, and figured out the pattern, then acting on that is no betrayal. It is their reward for paying attention.

The Final Girl isn’t the one the scenario lets off the hook. She is the one who has learned how it works. She knows the rules. And at the table, that can be anyone, or all of them.

Mirror Shard: The Survivor’s Rule

There are times in an adventure, be it in Jackson, IL, or with Advanced Witches & Warlocks, or with your own horror game, when the horror is thick, and the characters have come face to face with the main threat and put up with it. In those cases, put this rule into play.

Let a player who has just survived a run-in with the central horror put in one question to the Game Master about the creature’s weakness, its limits or how it operates. You must give a straight answer. It doesn’t need to be exhaustive, but it has to be true. The character has been there and seen what the rest of the party has not. This is their reward for paying attention. For surviving. 

Some good ones to ask might be:

  • What does it invariably do before making an attack?
  • Is there a name that will make it pause?
  • What has it left in its wake?
  • Who is it after, really?
  • Where won’t it go?
  • What old mistake has it made?
  • What compels it to follow a certain rule?

In Jackson, you can think of it as genre knowledge born of fear. The survivor has picked up on the rhythm of things; she knows the hallway is quiet when it should not be, or what tune precedes the ghost. She can tell the adult is lying because she has heard the lie from him before. With the Advanced Witches and Warlocks, it is more of an old-school affair. They have put themselves in harm’s way to see how the monster behaves, to watch it choose or reveal itself.

But don’t let the rule be a way of handing them the answer. Make it the basis for their next dangerous decision.

It is horror movie logic, gamified. 

It is the desire to survive against terrible odds, certain death, or worse. 

The "or worse" is important. In AD&D, death is something that happens a lot, and there are ways to raise the dead. In Jackson, death is a much bigger deal. A death can shut down a community, and there are no Raise Dead spells here. Dead is dead.

But Player Characters are not Horror Movie Characters. So the fear may never be as real to them. I keep thinking about "A Nightmare on Elm Street 3: Dream Warriors". Those kids are still in terrible danger. Freddy is still Freddy. But once they understand that the dream gives them a kind of power, the game changes. They are not safe. They are not invincible. They are just no longer completely helpless.  That is what the Survivor’s Rule is meant to do. It gives the players a small edge, earned through fear and attention. The Big Bad can still be bigger and badder. In fact, it probably should be. In the end Freddy still gets most of them. 

That is why I keep coming back to the Final Girl. Not as a fixed role, and certainly not as a body count waiting to happen, but as a way to think about play. Horror gaming works best when the characters are frightened, outmatched, and still paying attention. Jackson, IL gives me Denise and Candy as my working examples of that. Advanced Witches & Warlocks gives me the adventuring party as the fantasy version of the same idea. Different clothes, different weapons, different rules, but the same moment at the table: the monster has shown itself, the players have survived long enough to understand it, and now someone gets to say, "We know what you are." That is when horror becomes adventure.

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.