Outsiders & Others

Miskatonic Monday #385: The Grindhouse: Volume 4

Reviews from R'lyeh -

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

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The Grindhouse: Volume 4 is a duology—a ‘double feature’—of scenarios within the grindhouse genre of cinema—low-budget horror, splatter, and exploitation films for adults which had their heyday in the seventies. It is a sequel to The Grindhouse: Ultimate Collection – Vol. 1-3, and like that anthology presents short scenarios that can be played in a single session. However, unlike the scenarios in the anthology, the two presented in The Grindhouse: Volume 4 are not locked room situations. Nevertheless, they are still action and horror focused and involving bloody and brutal horror. Each scenario is presented in full colour, comes with its own set of pre-generated Investigators, and follows the same format. This consists of ‘Prelude’, ‘Objectives’, ‘Secrets’, ‘Cast’, ‘Signs’, ‘Threats’, and ‘Changes’. The ‘Prelude’ sets up and explains the scenario, the ‘Objectives’ the Player Characters’ involvement, ‘Secrets’ reveals what is really going on, ‘Cast’ lists minor NPCs, ‘Signs’ details clues which can be found, ‘Threats’ the dangers both Mythos and mundane, and ‘Changes’ the major events which occur during the scenario.

The first of the two scenarios in The Grindhouse: Volume 4 open with ‘Nazi Bikers Must Die!’. As the title suggests, this is definitely a scenario that is far from the traditional Jazz Age, tweeds and pipes-style of Lovecraftian investigative roleplaying. As is made clear on the duology’s back cover, this is not, “…[Y]our typical Call of Cthulhu scenarios where some classy, well-dressed investigator sips tea and pours over leather books in some wood panelled library.” Instead, this is a muscular, bruising brawl of a scenario that ends in a knockdown bar fight and a showdown to prevent a summoning in dusty New Mexico, not all that far from Roswell. It takes place in the sleepy town of Dexter, where the Player Characters, the members of a biker gang called ‘The Devil’s Pistons’ ride into town in search of a book. They have been commissioned to intimidate or persuade a local dealer in antiquities and rare books to sell an eighth century Sumerian manuscript called The Eshnunna Rubbings. It appears to be a simple job, well within The Devil’s Pistons’ capabilities and they have been promised a solid pay-out.
Unfortunately, things begin to look bad for the Player Characters when ‘The Reichers’—a rival gang whose members’ bikes, clothes, and bodies are emblazoned in neo-Nazi symbols—rides into town. By the time the Player Characters get to the bookseller, it is clear that he does not have the book, but with some due diligence, they can learn that it is in the possession of a local bar owner, a friend of the bookseller. Fortunately, the Tread Mark bar is the kind of rough establishment where the Player Characters like to hang out. Unfortunately, so do ‘The Reichers’ and add in a Jewish occultist hell bent on revenge and what you get is knockdown, stand-up barroom brawl that Robert Rodriguez would be proud to stage.
In some ways, this is a nasty scenario, a dirty mix of Nazis, Nazi ideology expressed by the NPCs, occultism, and a criminal biker gang—and it is the members of that criminal biker gang that the players roleplay. To be fair, the scenario clearly advises that it is not for everyone and plus, the bikers of ‘The Devil’s Pistons’ are not evil themselves, just happy riding alongside and over the edge of the law and none of them are without a conscience. Further, the scenario is fun and the Player Characters get to punch Nazis—a lot! This is a very physical scenario, involving far more combat than most scenarios for Call of Cthulhu. Given that, a few tweaks to adjust to Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos might be worth considering and the big barroom brawl would also work with miniatures and a map given its focus on combat. Lastly, and as an aside, the scenario does miss a trick by not being set in the town of Castronegro from the scenario, ‘The Secret of Castronegro’, found in the Cthulhu Companion – Ghastly adventures & Erudite Lore.
‘Cold as Hell’, the second scenario shifts to the New England of Lovecraft Country and the long-blighted town of Dunwich in the heart of winter. It takes place in The Wayward Inn, a historic building in the heart of the town, where contractors employed to carry out some necessary renovations have made an important and of course, dangerous, discovery in the building’s cellars. The Player Characters are “private couriers of unusual items” hired to collect the item that was discovered during the initial work and deliver it to the archaeology department at Miskatonic University. Since they work across New England, they are pretty much used to transporting the weirdest of items, no questions asked. There is a fair bit of backstory and set-up before it is revealed what is going on.
Very quickly, the Player Characters and the patrons of The Wayward Inn find themselves under siege by members of the Dunwich community dressed with no regard for the frigid temperatures and hellbent obtaining the item that the Player Characters have come to collect and committing as much bloody mayhem and inflicting as much suffering as they can in the process. There is a handful scenes to set the situation up and highlight the cruelty of the threat that the Player Characters face, but after that, the Keeper is feel to proceed however she wants the monstrous Dunwichers to act.
‘Cold as Hell’ is a trapped room, survival horror scenario, though there is nothing to stop the Player Characters from making a run for it in their Chevy Impala. There are some secrets to be found in, or rather below, the inn, but they will not really help the Player Characters. The scenario is ably detailed and combines elements of John Carpenter’s The Thing from Another World with a classic zombie film, but it never rises above being okay for what it does. There is familiarity to it, to its set-up, and to its pacing. There is nothing to stop the players embracing that familiarity and playing along with it, but unlike ‘Nazi Bikers Must Die!’, none of those players are going to come away from playing ‘Cold as Hell’ shouting, “Hell, yeah!”.
In addition, ‘Cold as Hell’ gives the Keeper a lot of NPCs to maintain a track of and whilst there four pre-generated Player Characters for the scenario, four feels like too many for their backstory and occupation.
The duology comes to a close with rules for vehicle chases—since either scenario could involve a vehicle chase of some kind—and ‘News and Culture: 1973-74’, a quick guide to what the background period was like and what was happening, particularly in the USA. Both are useful in their way.
Physically, The Grindhouse: Volume 4 is decently presented. It is well written, and it decently illustrated throughout. In fact, some of the artwork is very good. The cartography is also good throughout. of the two, ‘Nazi Bikers Must Die!’ is the easier to prepare.
The Grindhouse: Volume 4 is a duology of two halves. One is a little too icy and lacks that certain spark on the page. The other is a grab ’em by the cojones, stone-cold dust-up in the sands of New Mexico that will have the players cheering on the action and their bikers pounding on the Nazis in a thriller of a showdown.  

Miskatonic Monday #384: The Kofun Closes to the West

Reviews from R'lyeh -

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

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Name: The Kofun Closes to the West: An island Hopping Scenario in Edo Japan for the Call of Role Playing GamePublisher: Chaosium, Inc.
Author Steven Goodison

Setting: Edo period JapanProduct: Scenario
What You Get: Thirty-two page, 57.22 MB PDFElevator Pitch: Grave robbers of the OrientPlot Hook: Against the clock, body snatching mysteryPlot Support: Staging advice, ten handouts, four maps, twelve NPCs, one spell, and four Mythos monsters.Production Values: Underwhelming
Scenario Title: Overwhelming
Pros# Set in Edo era Japan# Second part of a five-part mini-campaign
# Interesting clash between ‘civilised’ and ‘uncivilised’# Sequel to Thing Torments Poet, Daimyo calls on Greatest Help, Will the Players Fail?# Could be adapted for use with Japan – Empire of Shadows: A Call of Cthulhu sourcebook for 1920s Imperial Japan# Necrophobia# Phasmophobia# Osophobia
Cons# Needs a strong edit# Plot could be much clearer# No suggestions as to how to create the Investigators
Conclusion# Interesting period for Lovecraftian investigative roleplaying is left unsupported# Decent mystery hindered by messy layout

Miskatonic Monday #383: Split Ticket

Reviews from R'lyeh -

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

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Name: Split TicketPublisher: Chaosium, Inc.
Author: Steven Goodison

Setting: Wales, 2025Product: Scenario
What You Get: Twenty-two page, 46.95 MB Full Colour PDF
Elevator Pitch: Trên Cannibal i GymruPlot Hook: It’s in the blood!Plot Support: Staging advice, two NPCs, six handouts, and three Mythos monsters.Production Values: Cartoonish
Pros# Easy to run with any type of character# Straightforward one-shot# Cannibal Combat in Spaaaaace!# Kinemortophobia# Siderodromophobia# Ososphobia
Cons# Needs an edit# No maps
Conclusion# Expect three weird shifts in tone in an otherwise straightforward one-shot# Anyone from anywhere, survival horror in the last place you would expect

Miskatonic Monday #382: The Sea-Chest

Reviews from R'lyeh -

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

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Name: The Sea Chest: A One-Shot for Call of Cthulhu, Seventh EditionPublisher: Chaosium, Inc.
Author: John Baichtal

Setting: Anywhen from the Victorian era onwardsProduct: Scenario hook
What You Get: Three-page, 2.03 MB Full Colour PDF
Elevator Pitch: A locked box mystery!Plot Hook: “Fifteen men on the dead man's chest—...Yo-ho-ho, and a bottle of rum!Drink and the devil had done for the rest—...Yo-ho-ho, and a bottle of rum!”– Robert Louis Stevenson, Treasure IslandPlot Support: Staging advice, one ‘Mythos’ artefact, and one Mythos tomeProduction Values: Decent
Pros# Nicely detailed and well-written description# Potential scenario/campaign set-up# Easy to insert into a campaign# Would work well with Cults of Cthulhu# Kleidariaphobia# Xenophobia# Kleidiphobia
Cons# Short and needs development# A scenario/campaign starter rather than a one-shot
Conclusion# Entertaining description of a locked-box mystery and its contents # Pleasing single session waiting to be developed into something more

Miskatonic Monday #381: The Bride of Pendle

Reviews from R'lyeh -

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

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Contrary to what the title might suggest, The Bride of Pendle has nothing to do with witches or the Pendle Witch Trails of 1612. Rather, it is a scenario set during the Jazz Age, the classic period for Call of Cthulhu, which takes place around, in, and on Pendle Hill in the county of Lancashire in the north of England. The year is 1922 and a group of friends are attending the wedding of their friend, Thomas Byrne, to Mary Osegawa, whom he met as an Embassy Clerk whilst posted to Japan during the Great War. They all met whilst studying at University College London following the war. This sounds like the start of a classic country house murder a la Agatha Christie or Dorothy L. Sayers, and whilst it has a little of the schemes and rivalries of that subgenre of detective fiction, it is far from that. The Bride of Pendle combines what would be a joyous event and local folklore with horror and revenge that have been brewing for centuries, and which will explode in the bloodiest of massacres since the Red Wedding on the day before coming to a climax on the magnificent, windswept Pendle Hill.

The Bride of Pendle: 1920s Folk Horror in Rural Lancashire is divided into three substantial sections. The first gives the background to the scenario, describing in some detail the NPCs and then in even greater detail, the scenario’s various locations. The maps of each are excellent, but the standout being that of Pendle Hill, imparting its sense of scale and bleakness, and how it imposes itself upon the landscape, whilst the scenario rips open the hillside to reveal its secrets hidden under layers of peaty morass. There is a lot of information that the Keeper will need to work through as part of her preparation to run the scenario.

The plot to the scenario itself concerns the long gestating plans of the daughter of a local cunning woman who turned to black magic when she fell under the influence of and began worshipping Selfæta, the ‘Self-eater’, a god of gluttony and narcissism, trapped behind a gate below Pendle Hill, and whose presence in local folklore is that of a boar god due to his appearance and a reaper of the Autumn Harvest. Every three centuries, at the Autumn Equinox, The Veil Between Worlds weakens enough that his cult can open the gate and allow him into our world to let him feast. She failed to bring this about the first time she tried and now is trying again—and of course, in 1922, a certain wedding takes places on the Autumn Equinox. Backed up by her cultists, she will trigger events that nobody will forget and potentially involve the loss of many lives.

The scenario plays out over the course of the Friday and Saturday of the wedding weekend. The Investigators arrive in the village of Downham below Pendle Hill where Tom Byrne and his brother have family. The events of the weekend are unsurprisingly tightly scheduled, but there is room in the schedule for the Investigators to look into the strangeness that pervades the village. The stampede by a herd of bedraggled sheep, the surreptitious manner of their host’s daughter, the unsettling outburst of the vicar, and so on, perhaps combined with a bracing walk up Pendle Hill or undertaking some light ecclesiastical research at the village church. Nevertheless, the Keeper will need to maintain an eye on timing as the Investigators are expected to be at certain places at certain times. That is, up until the scenario’s penultimate scene, the very strange, quite macabre events at the wedding. After that, the Investigators are free of the timetable, but will have a greater urgency to act.

The Keeper is ably supported throughout. Sections advise the Keeper on what to do if the cultists’ plot does not go to plan through the efforts of the Investigators and there are notes too, if the Keeper wants to run the scenario using Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos. In the third part of the scenario though, there are stats and names for generic NPCs as well as the named ones and the Mythos entities, as well as table for ‘Bouts of Madness’, descriptions of the various Mythos tomes, artefacts, and spells. There are versions of the maps for both the Keeper and her players, and six pre-generated Investigators, all friends of the groom, and representing a good mix of character types and origins.

Physically, can be no doubt that The Bride of Pendle is exceedingly well appointed. It is an attractive looking affair with a stylish layout and judicious use of period photographs. The few pieces of artwork are reasonable, but the handouts are also particularly good, but what really stands out are the maps of the various locations for the scenario. These are of near professional quality, barring the lack of lavatories at the town’s public house and inn!

If there is quibble with The Bride of Pendle, then it is that the Sanity loss for the bloody wedding scene is low given how shocking it is. If there is an issue with The Bride of Pendle, it is that is almost overly detailed which gives a lot for the Keeper to study and prepare in order to run the scenario. Also, as written it suggests that it is a one-shot scenario, but it is long for a one-shot, likely taking four or so sessions to complete. One thing that the scenario does not address is the aftermath, that is, what happens as a consequence of the Investigators’ actions. Depending upon the group, this can be explored on a player-by-player basis, but some suggestions in the scenario would not have gone amiss.

The Bride of Pendle: 1920s Folk Horror in Rural Lancashire is a richly detailed, very well appointed scenario. Although that detail does require a high degree of preparation and it is tightly scripted in places—as befitting the event at its heart, The Bride of Pendle serves up a weekend of rural oddity and genteel propriety and joy, undone by the squealing horror of the boar from beyond!

October Movie Challenge: Jinn (2014)

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Jinn (2014)This 2014 indie film from writer-director Ajmal Zaheer Ahmad wants to be an American horror story with Islamic roots, and that alone makes it worth watching. We’ve seen vampires, werewolves, and demons a thousand times, but the Jinn, beings of smokeless fire from pre-Islamic and Qur’anic lore, rarely get their cinematic due. I was hoping for something a little more here. It has Serinda Swan (who I like) and Ray Park (who is also a lot of fun).

Jinn (2014)

The film opens with a bit of apocryphal myth-building: God created three intelligent races, angels from light, humans from clay, and jinn from smokeless fire. Some jinn sided with Iblis when he fell, others remained neutral, and ever since, they’ve lived hidden among us. So far, so mythic. Then we jump to present-day Michigan, where automotive designer Shawn (Dominic Rains) starts experiencing visions and supernatural attacks. Soon, he’s told that his family is cursed by the evil jinn and that he’s the last of a bloodline chosen to end it.

It's not bad, really. It's a neat way to try to square all the Abrahamic religions into a single narrative. 

The acting is earnest but uneven, even Serinda Swan as his wife, the pacing awkward, and the CGI creature effects are… well, let’s just say they’d fit right into a 2000s Syfy Channel movie. But, and this is a big but, there’s a sincerity to it. Ahmad isn’t mocking his subject matter or cashing in on the latest horror trend. He’s telling a story about faith, legacy, and unseen forces that most Western horror simply ignores. You really feel that he has a story he wants to tell, but I am not 100% sure he knows *how* to tell it. 

Ray Park is fun; he is given more of a chance to act here and even show off some of his martial arts moves as "Good Jinn" Gabriel. 

I *like* the concept of the jinn as older than humanity, as beings with free will, capable of love, hate, and religion, gives them a complexity that your average “fallen angel” lacks. They aren’t just demons; they’re the others, the neighbors just beyond the veil. In folklore, a jinn might bless your child or burn down your house, depending on how you treated their territory. That ambiguity is missing in Hollywood, and Jinn at least tries to reclaim it.

This is not a particularily good film, but it was a fun one. The highlight for me? William Atherton as Father Westhoff. First he is a likable character who you feel has a history and not always as a priest. Plus he is playing a good guy you are supposed to like. Very different from the "Asshole" he usually played.  The acting might uneven, but he was great.

The scares are few and predictable, but still not bad. 

NIGHT SHIFT & Occult D&D Ideas

This movie feels like someone's WitchCraftRPG game. It could also be a great NIGHT SHIFT game as well. As I said above, Jinn can be really interesting and something other than just another demon type.

For Occult D&D the potential is even greater. Djinn and their kin are reduced to Elemental "gennie" types and nearly everything that makes them interesting in myth is gone. 

So not a great movie, but certainly one I might have to revisit someday.


October Horror Movie Marathon 2025

October Horror Movie Challenge 2025
Viewed: 35
First Time Views: 26


Witchcraft Wednesdays: The Witch Queen Advanced Class

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Larina Witch QueenPhoto edit of "Ginger Queen by Black-Bl00d"For all my talk about witch queens here, I have no real witch queen class. Yes, there is my D&D 3x Prestige class, but nothing really for Old School games. So my oldest and I tried this one out during our AD&D games. Not 100% there yet, and in the tradition of the Arch Druid (Unearthed Arcana), she might get her own level progression above and beyond the witch class. I just have not crunched all the numbers just yet.

This is primarily for AD&D 1st Edition, but it should work in many other games as well.

WITCH QUEEN / WITCH KING

Advanced Class for Witches

When a Witch has reached the height of mortal power, there yet remains one step further upon the Path, the ascension to the mantle of the Witch Queen (or Witch King). This being is the supreme vessel of a Patron’s will, the living nexus of a Tradition’s power, and the spiritual sovereign of all witches within her realm. Like the Grand Druid of the Old Faith, she is both pontiff and prophet, counselor and conduit, a figure whose very presence can bend the ley and alter the seasons' turning.

Whether crowned by fate, prophecy, deed, or divine lineage, this witch has ascended beyond the coven to become a legendary figure. 

Only one Witch Queen (or King) may reign for each Tradition at any given time, making them as rare as they are powerful.

Requirements

To become a Witch Queen (or Witch King), a character must:

  • Be a Witch of at least 14th level
  • Possess Charisma 17 or higher. Additionally, the witch needs to have an Intelligence or Wisdom of 15 or higher.
  • Be a member in good standing of a coven
  • Must know the Supernal Language
  • Have been chosen through omen, divine sign, or a coven-wide rite as the next Queen or King

Restrictions

  • Only one Witch Queen or King may exist per Tradition at a time (GM’s discretion)
  • To become a Witch Queen or King, the previous sovereign must abandon or relinquish their rulership.  This is often upon the death of the previous sovereign, but not required. 
  • Occult Powers are gained differently (see below)

Spellcasting

  • The Witch Queen continues to cast spells as a Witch of her full level
  • May forego the use of Material Components. 

Witch Queen Abilities

Awesome Presence (gained at level 16): Witches perceive the Witch Queen as a radiant beacon of power. Allies within 60 feet receive +1 to morale checks and saving throws vs. fear; enemies must save vs. spells or suffer -1 to morale. All witches instinctively recognize her status and will defer unless magically compelled otherwise.

Occult Eminence (gained at level 18): The Witch Queen gains one choosen Occult Power of her Tradition. This power is gained as if at the appropriate level, but may not exceed the “Grand” tier unless already eligible. She may choose another Occult Power from a different Tradition at level 19 if desired.

A Thousand Faces (gained at level 20): The Witch Queen may alter her appearance at will, as per the disguise self spell, though the effect is real, not illusory. This change does not affect clothing or equipment, and may be maintained indefinitely.

Timeless Body (gained at level 22): The Witch Queen ceases to age. She gains immunity to magical aging and no longer suffers ability penalties due to age. Natural bonuses to Intelligence and Wisdom still accrue. Her lifespan is extended to 120 years, and she will still die of old age unless further extended by other magical means. 

Rulership and Influence

The Witch Queen or King is not merely a title, but a mantle of magical authority. All witches of her Tradition know of her. At the GM’s discretion, she may gain the right to command covens, invoke her Patron’s will across vast distances, or declare magical edicts that affect ley lines or seasonal flows. Along with this power and influence comes the wisdom and responsibility of how to use such power. 

Optional Rule: Mantle of Sovereignty

Once per month, the Witch Queen may perform a rite, calling upon her Tradition’s power. Effects may include summoning a spirit host, causing omens to appear across the land, or sealing a region against extra-planar intrusion for 1d4 days.

Experience Progression and Saving Throws

Continues to use the Witch class tables for all purposes.

Multi-Class and Dual-Class Use

Only single-classed Witches may become Witch Queens (Archwitches and Witch-Priestess are considered single-class witches). The transformation requires undivided devotion to the Patron and Tradition. Other characters may assist or serve such a queen, but may never claim her title.

The Witch Queen is both symbol and sovereign, oracle and enforcer. Her path is not taken lightly, for once crowned, her soul is forever marked by the gaze of the gods.

--

Still have details to work out, but I like it so far. Again, this is designed to mimic the Arch Druid to Hierophant Druid of AD&D 1st Edition. Though I do think the Hierophant is a bit overpowered.  

I briefly considered the more gender neutral title of Witch Sovereign, but that doesn't have the same weight to it. My influences should be rather obvious, but even "Simon King of the Witches" is called a King and not a Sovereign. 

Likely need some more work on this one, so feedback is appreciated. 

October Movie Challenge: The Impossible Planet / The Satan Pit (2006)

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The Impossible Planet / The Satan Pit (2006) Every October Challenge I like to do a Doctor Who episode. It has to be at least two full episodes of new Who or a complete series of old Who. And it has to "hide behind the sofa" scary. Since it is my kid's birthday, we let him choose. 

The Impossible Planet / The Satan Pit (2006)

Ok this is one of the all time great Doctor Who stories.

The 10th Doctor and Rose land on a planet (later they learn it's called "Krop Tor" the bitter pill). There is writing that the TARDIS can't translate (bad sign #1), there are odd creatures (the Ood), oh the planet is orbiting a giant black hole (bad sign #2), and the TARDIS is lost in a quake (bad sign #3).

The Ood start acting strange, talking about the Beast Rising from the Pit and people start hearing voices. Interestingly the voice of "The Beast" is Gabriel Woolf, who was also the voice of Sutekh for the 4th Doctor and the 15th Doctor.

The astronauts are drilling into this Impossible Planet to see why is it still here, not falling into the black hole, and sending out a signal. 

Then the really weird stuff really starts. Toby Zed, the archeologist, becomes possessed.  He lures another out on the planet to kill her. The drilling stops and the Doctor goes down. The Ood begin attacking everyone and speaking of the Beast.

On the planet, the Ood are attacking everyone with Toby Zed as their secret master. In the pit the Doctor and scientist Ida find an even deeper pit with a seal. Down in that Pit the Doctor finds The Beast, a giant Devil creature chained to a wall. It reminds you of one of the Daemons.

Not to spoil the ending, but it is nearly 20 years old, The Beast is trapped and he has sent his mind into Toby. Toby is escaping and the body of the Beast is stuck in the Pit with the Doctor. The Doctor springs the trap (on purpose) and the planet, the Beast, his mind, and Toby with Rose the other survivors falling into the black hole.  The Doctor escapes, finds the TARDIS, and rescues Rose. The Beast, along with Toby, gets sucked into the black hole.

I am not doing this episode any sort of justice. It is late and I am still over-stuffed with birthday Indian food. 

NIGHT SHIFT & Occult D&D Ideas

The Devil as a great cosmic monster is just too good to pass up really. Especially if you consider this beast is the source of all of them. Sorta like how "God" was supposed to be the source in Star Trek: The Final Frontier. This Doctor Who answers the question "What does the Devil need with a Starship?"

I have talked about this episode here before as well. So I'll end this here before I fall asleep. 

This obviously is a rewatch and only counts as 1.

October Horror Movie Marathon 2025

October Horror Movie Challenge 2025
Viewed: 34
First Time Views: 25

October Movie Challenge: Deadly Blessing (1981)

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Deadly Blessing (1981) Another attack of opportunity tonight and another American Horrors pick. Of course I had to chat with my siblings about it.

Deadly Blessing (1981)

Here is my original review from 2018.

A young Sharon Stone forced to eat a spider by an Incubus? Hell yeah! That's nightmare fuel for decades.   And a real spider was dropped into her mouth for this scene.  How's that for dedication?

Ok, where to start on this movie?  Well, it features a young Sharon Stone in one of her very first roles.  It also features Battlestar Galactica's Mara Jensen in her very last role before disappearing from public life.  Also appearing is 80s horror mainstay Michael Berryman, TV star Lisa Hartman, and the last film for Susan Buckner before she left public life as well.

The movie features a group of people called the "Hittites" (no relation to the ancient Mesopotamians) who are supposed to be some sort of ultra-Amish.
Our demon-de-hour is an Incubus, but one that decides to possess women.  I guess "incubus" sounds cooler than "succubus" in this case.

Anyway. Lots of creepy stuff. Murders happen. Mara Jensen takes a famous bath with a snake. And it a fashion that predicts A Nightmare on Elm Street, we think we have the murderer and everyone goes back home.  Except for Martha (Mara Jensen), who pulled into hell by the Incubus in his full demon form.

Ok. Let's be honest. The movie doesn't hold up.  In truth, it wasn't that good to start with, but my memories of it are tied up in watching it with my family.

Sharon Stone is great really.  You get a feeling for the sort of actress she will become later.  Maren Jensen is fine, but I think had she not be diagnosed with Epstein-Barr Syndrome she would have naturally left acting.  She was good, but didn't have a lot of range.

Update: Mara Jensen seemed better to me this time around.  

NIGHT SHIFT & Occult D&D Ideas

Dragging now. What will I do with this? Likely to drop some spiders in my player's mouths. I mean characters. Yeah. Characters.

October Horror Movie Marathon 2025

October Horror Movie Challenge 2025
Viewed: 33
First Time Views: 25

October Movie Challenge: The Bird with the Crystal Plumage (1970)

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The Bird with the Crystal Plumage (1970)It has been YEARS since I have seen this one. It came up on the Roku Channel, American Horrors, so I thought I would catch it again. I had forgotten that this was Dario Argento's first movie as a director.

The Bird with the Crystal Plumage (1970)

aka L'uccello dalle piume di cristallo

This is the one that started it all. Before Suspiria, before the neon nightmares and supernatural witches, Dario Argento gave us a razor-sharp modern fairy tale dressed as a murder mystery. The Bird with the Crystal Plumage isn’t just a giallo, it’s the giallo that kicked open the doors for everything that followed. You can't be a fan of Italian Horror and not see this one at least once.

Tony Musante stars as Sam, an American writer living in Rome who witnesses what he thinks is an attempted murder inside a modern art gallery. He’s trapped between two glass doors, helplessly watching as a woman struggles against a black-gloved assailant. It’s a haunting image, clinical, voyeuristic, and painfully symbolic of how Argento would frame horror as both spectacle and paralysis.

From there, Sam becomes obsessed. He’s convinced he saw something that doesn’t quite fit, a visual clue just out of reach. It’s classic Hitchcock territory filtered through late-'60s/early-'70s Italian cool; bright mod interiors, bizarre suspects, and Ennio Morricone’s unnerving, almost childlike score whispering through every frame.

What makes this film fascinating, especially looking back from Suspiria or Inferno, is how mundane its horror initially seems. There are no witches here, no covens, no occult conspiracies, just art, memory, and madness. But that’s where Argento’s dark alchemy comes in. He takes the language of realism and bends it into nightmare logic. The killer’s psychology is grotesque and tragic, a fractured reflection of trauma and repression, a kind of proto–Lucifer Rising through the lens of pop modernism.

And that title! The Bird with the Crystal Plumage. I have to admit it always made me think of the movie as a half-remembered dream. A play maybe you had heard someone refer too or maybe a book. You half-expect a witch’s curse or a magic talisman, but instead, it’s just one more symbol of distortion and misdirection, an exotic bird whose song contains the clue to everything. Argento always did love his twisted fairy tales.

Visually, it’s pure 1970: glass, chrome, and blood. The camera lingers like an artist obsessed with his own canvas, and even now, you can see the DNA of future horror. De Palma, Carpenter, and even Fincher ("se7en") all owe something to this.

Watching it today feels like finding the first sigil in Argento’s cinematic grimoire. It doesn’t yet glow with the supernatural madness of his later works, but the geometry of fear is already here: art as ritual, obsession as invocation, and violence as creation. And of course Argento's near trademark of blood, screams, and sexploitation.

NIGHT SHIFT & Occult D&D Ideas

Looking back over Argento's career, this one can feel like an aberration. A remarkably mundane killer, even one you might pity. 

For NIGHT SHIFT I have thrown this idea out before. The killer can seem like a supernatural creature, but instead the PCs discover it is only a normal, if troubled, human.

October Horror Movie Marathon 2025

October Horror Movie Challenge 2025
Viewed: 32
First Time Views: 25

Monstrous Mondays: Dragon, Purple (Arcane Dragon)

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The Dreaded Arcane DragonNot all purple dragons are found near apple trees.
This one, though, is. 

 Tomorrow is my oldest kid's birthday. Over the weekend, he had his annual D&D birthday bash. Seems fitting then that I do a dragon today since they are his favorite (and he got like three of them for his birthday from his D&D group).

This is a repost, updated to better fit my "Occult D&D" project.

Dragon, Purple
aka Draco Arcanis Occultis, Arcane Dragon

FREQUENCY: Very Rare
NO. APPEARING: 1 (rarely 2)
ARMOR CLASS: 0
MOVE: 9” / 24”
HIT DICE: 9–11
% IN LAIR: 55%
TREASURE TYPE: H, S, U, Z
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1–8 / 1–8 / 3–28
SPECIAL ATTACKS: Breath weapon, spell use
SPECIAL DEFENSES: Resistance to magic (see below)
MAGIC RESISTANCE: Standard + bonus vs. arcane magic
INTELLIGENCE: Supra-Genius
ALIGNMENT: Neutral (Evil)
SIZE: L (45’ long)

CHANCE OF:

  • Speaking: 90%
  • Magic Use: 90%
  • Sleeping: 25%

The Purple Dragon, also called the Arcane Dragon, is a rare and dangerous creature whose origins are cloaked in myth. Its scales shimmer in deep violet, often pulsing faintly with unseen magical energy. It is most frequently found in ancient ruins, planar nexuses, or near ley line convergences. Some scholars claim that Purple Dragons were once guardians of the primeval flows of magic itself.

Arcane Dragons are solitary and philosophical by nature, prone to periods of deep contemplation and magical experimentation. Their mastery of eldritch forces and unpredictable moods make them dangerous when provoked. Don’t however mistake this attitude for benevolence. Their contemplation of these eldritch and occult forces put them above the concerns of most mortals.

The Purple Dragon may employ the standard claw/claw/bite attack or its breath weapon, a beam of raw magical force:

  • Breath Weapon: A beam of pure arcane energy, ½” wide and 12” long, affecting all in its path. This energy deals damage equal to the dragon’s current hit points, half with a successful saving throw vs. breath weapon. Victims struck must also save vs. spells or be stunned for 1–4 rounds due to arcane backlash.

Spell Use: All speaking Purple Dragons with magic ability cast spells as Magic-Users of 9th level, improving to 11th level at ancient age.

  • 1st–2nd age categories: 2 × 1st-level spells
  • 3rd–4th: +2 × 2nd-level spells
  • 5th–6th: +2 × 3rd-level spells
  • 7th–8th: +1 × 4th-level spell
  • Ancient: 3 spells per level from 1st to 4th

Purple Dragons gain a +1 bonus on all saving throws vs. arcane magic, and a +3 bonus on saves vs. Illusion or Enchantment/Charm spells. They are also immune to magical effects that alter time, space, or probability (e.g., time stop, maze, wish, limited wish, temporal stasis).

Arcane Dragons are usually encountered alone, though some ancient tomes speak of mated pairs guarding planar gates or hidden vaults of magical lore. They construct elaborate lairs filled with wards, illusions, and enchanted guardians. Their hoards often contain rare magical scrolls, potions, and tomes in addition to treasure.

They may form tenuous alliances with powerful witches, warlocks, or archmages, often in exchange for secrets or artifacts. 

Connections to the Scaled Sisterhood

Though the Scaled Sisterhood reveres the great dragon Patrons, Tiâmat, Bahamūt, Vritraxion, Lóngzihua, and Anantanatha, there are outlier dragons, revered by certain covens, that operate on the mystical rather than the primordial axis. Chief among these is the Arcane Dragon, Draco Arcanis.

Mystic Patron of Knowledge and Spellcraft

The first Arcane Dragon is honored by a coven of the Scaled Sisterhood known as the Order of the Violet Flame. These witches believe that while the elemental dragons represent the forces of the world, the Arcane Dragon embodies magic itself; pure, ineffable, and transcendent.

Witches of the Violet Flame often act as archivists, seers, and ritual specialists within the Sisterhood.

Their robes are trimmed in violet and silver, and their focus items are often made of crystalline dragon-scale or polished amethyst.

Their magical circles often incorporate symbols of sacred geometry, representing ley lines, runes, and arcane currents.

Dragon of the Nexus

The Arcane Dragon is drawn to leyline confluences and interplanar gates, making them ideal Patrons for witches who serve as gatekeepers, wardens, or planar navigators. The Scaled Sisterhood refers to such sites as Dracogates, where the breath of the Arcane Dragon is said to thin the veil between worlds.

Some believe the first Arcane Dragon was a child of Lóngzihua and Bahamūt, combining order and mysticism into a unique being beyond the elemental hierarchy, but was cast down or out for some long forgotten crime. This is the reason Purple Dragons in general are never recorded in official histories and bestiaries. 

Others claim the first Arcane Dragon is a former consort of Tiamat, who was cast out for refusing to align with chaos or tyranny, choosing instead the neutral perfection of the arcane.

All other purple dragons are the offspring of this first Arcane Dragon. 

October Movie Challenge: Vampire Weekend

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 Hit a few Vampire movies this weekend. 

Fright Night (2011)

The remake of the classic 1985 Fright Night.  This time staring Anton Yelchin, Colin Farrell and David Tennant. I watched this one way back in 2014. My wife was looking for movies to watch and this came up. She had not seen it, and she LOVES David Tennant. So I watched it again. Maybe it was the rewatch, but I actually liked it better this time around. Imogen Poots was also much better than I remembered her.

The music for this one was done by Ramin Djawadi of later Game of Thrones fame. 

Fright Night (1985)

We watched this one right after the remake. My wife never saw this one either, but she didn't like it. I thought it was still fun. Chris Sarandon made for a great vampire. Loved his cameo in the 2011 version. 

Amanda Bearse as Vamped out Amy was not the first time I ever said "going evil makes you hotter," but it was an archetypal example for me.  

I am not afraid to admit it, but this movie shaped how I ran vampires in my AD&D games for a while, at least until Lost Boys came out two years later.

Fright Night (2011)Fright Night (1985)

We also snuck in the 2nd season of "An Interview with a Vampire" on Netflix. It doesn't follow the book directly but damn is it really good. I don't think I can really count it though. 

NIGHT SHIFT & Occult D&D Ideas

Fright Night (any version) is practically a NIGHT SHIFT adventure as is. It takes place in suburbia, the vampire hunters get their ideas from watching a fake vampire hunter on TV. Craziness ensues. 

Come to think of it, the Buffy the Vampire Slayer movie (1992) owes a lot to the original Fright Night and Lost Boys.

October Horror Movie Marathon 2025

October Horror Movie Challenge 2025
Viewed: 31
First Time Views: 25


October Horror Movie Challenge: Akelarre (2020)

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Akelarre 2020

 Another rewatch tonight, but I have been wanting to rewatch it for some time.

Akelarre (2020)

I watched this one back in 2022. Tonight I rewatched it in the original Spanish.  I learned two things. First, this is a great movie and a lot is going on here. Secondly, my Spanish is still rather terrible.

Here is my original review; it still stands.

Also known as Akelarre and Coven of Sisters it is not to be confused with the 2019 movie Coven.This one just sneaks in with the theme. Maybe Great-Great Grandmothers of the Craft is a better descriptor for this one. This one is horror, but not for the reasons the first two are. In 1609 in the Basque Country of Spain five girls are all arrested and charged with witchcraft.  One of their friends tries to rescue them and she is captured too. At first, the girls are afraid but then they begin to joke about it, not believing that this is happening to them.  Then the torture begins.    It's all rather horrible to be honest.  Worse, because you knew this sort of thing happened all the time.  Amaia Aberasturi stars as Ana and she is the real stand-out here. She keeps stringing along her accusers to drag out the proceedings to help save the other girls. Ana easily strings along the horny men till the full moon. The girls decide that in order to delay their execution longer they tell the judge they will re-enact the Black Mass, or the Sabbath, for his records. They do so and get him all involved as Lucifer.  Once they had frightened the men, or turned them on, enough they run into the woods. They are chased by the men and soldiers till they get to the edge of a cliff over the ocean.  The other women, the ones not accused of witchcraft, sing a song about the full moon and the high tide.  Ana, realizing the message, tells the other girls they can jump. They jump over the side, not knowing if they lived or died.  I thought this movie was great honestly. Not the typical sort of horror, but also not exactly what I thought it was going to be either.  


Occult D&D and NIGHT SHIFT

The Occult D&D influences are obvious: witch cults, witch hunters, and scared townsfolk. The biggest issue here of course in D&D magic and demons are real, and in movies like Akelarre they are not. 

While it might not work so well as a "witch trial" idea, I love the idea of exploring more about Spanish and Basque witches.  This would be a good way to add in my demon Akelarre

October Horror Movie Marathon 2025

October Horror Movie Challenge 2025
Viewed: 29
First Time Views: 25

October Horror Movie Challenge: Spellbinder (1988)

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Spellbinder (1988) This one has been on my list for a bit. At least since I saw it in the video store in Carbondale. As it turns out, that video store is now Castle Perilous Games.  My wife says I have seen this, but I sure I hadn't; I am not really a fan of Kelly Preston. But today is a good day for witch movies. Starting this one early today because I don't want to clean up my garden.

Spellbinder (1988)

Jeff Mills (Tim Daly of Wings and Superman: The Animated Series) is a Los Angeles lawyer who saves Miranda Reed (Kelly Preston) from being beaten up by her sketchy Central Casting creep boyfriend Aldys (Anthony Crivello ). Jeff takes Miranda back to his place, where she gets naked, but they don't have sex (at least on screen) but she heals his injured back which seems to drain her and she falls asleep. Magic can be draining.

Jeff leaves her at his place (sleeping) but he sees Aldys in his dreams trying to kill him. He gets home that evening and she is still there AND cleaned his house by canglelight, just wearing one of his shirts. Had to check, yeah written by a guy. Surprised she didn't have a steak and martini ready for him. Though they do drink champagne in a bubble bath. Oh, and dinner was ready.

An aside...I still don't think Kelly Preston can act. She is great looking here, but I have never been impressed with her at all.

Soon, Jeff and Miranda settle into a domestic life, but are being followed by Temu Billy Squire and "We Have Billy Drago At Home."  Things start to fall apart when Miranda's coven starts hunting down wayward members, Jeff's secretary starts to suspect Miranda, and oh yeah, she becomes a suspect in a series of Satanic murders. Things start to pick up when Mrs. White (Audra Lindley aka Helen Roper) shows up to threaten Jeff. 

Mirianda leaves, and Jeff starts looking for her. He goes to the police and we get treated to Cary-Hiroyuki Tagawa as Lieutenant Lee. 

Miranda has been missing for a bit now, and Jeff is still looking for her. One night he gets a call from her at his office. Mirianda is there, but the coven follows them back to Jeff's place. We learn that the coven needs to sacrifice someone on the Winter Solstice, and Miranada thinks it is going to be her.

Jeff takes Miranada to one of his clients, Brock, who is a paranoid conspiracy theorist. Mrs. White turns out to be Miranada's mother, which is a shock to absolutely no one except for Jeff.  

Miranada disappears again, even Brock's Fortress of Paranoia can't protect her.

The movie really drags at the end. Turns out everyone but Jeff is in the cult, and Miranada wasn't a victim; she was bait to get Jeff, who is the real sacrifice.  They kill him and cut out his heart.

Later on, Grace dies mysteriously, and we see Miranda acting out the same scene from the beginning of the movie on her next victim.

It had some potential, but it got bogged down. 

In the end, only Cary-Hiroyuki Tagawa's Lieutenant Lee is the only decent character here. 

This really didn't change my opinion of Kelly Preston.

Occult D&D and NIGHT SHIFT

 The movie, despite its flaws, has some good ideas. A witch moving in with a PC suddenly is a great plot point. Whether the witch turns out good or evil, they will undoubtedly be trouble of some sort. 

When I was talking about the WitchCraftRPG yesterday, I was considering some Conspiracy X material as well. This movie kinda gives us some crossover. This sort of thing is a lot easier in NIGHT SHIFT.

A possible adventure idea would be to follow along with Cary-Hiroyuki Tagawa's Lieutenant Lee investigating these Satanic murders. Getting closer and closer to the coven. Knowing the 1980s he would also have a background in some mystical martial art. Cliché? Yeah, but that's the 80s for you.

October Horror Movie Marathon 2025

October Horror Movie Challenge 2025
Viewed: 28
First Time Views: 25

October Horror Movie Challenge: Something Wicked This Way Comes (1983)

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Something Wicked This Way Comes (1983)Some films feel like autumn. Something Wicked This Way Comes (1983) is one of them. Based on Ray Bradbury’s 1962 novel, it’s a dark fantasy about small towns, childhood fears, and the seductive power of regret. It’s also one of those rare movies that slipped through the cracks, too eerie for kids, too sentimental for adults, but it lingers like a memory you’re not sure you actually lived.
I have been wanting to rewatch this one for some time, and it just released on Disney+ a couple of weeks ago. I waited till tonight, October 24th, the same date as in the movie. 

Something Wicked This Way Comes (1983)

The story takes place in Green City, Illinois—a place that could easily be Greenville down in South Central Illinois or Waukegan up north (Bradbury’s real hometown and the city’s likely inspiration). Either way, we’ll just have to pretend those rolling hills in the background somehow belong to our flat Midwest. It’s the kind of town where boys dream of adventure, but evil is only a whistle away.

The plot is simple: two boys, Jim and Will, encounter a mysterious carnival that rolls into town led by the sinister Mr. Dark, played with slithering charisma by Jonathan Pryce. The carnival promises to fulfill your deepest wishes, but the cost is your soul. Only Will’s father, the aging librarian Charles Halloway (Jason Robards, who brings real gravitas), stands between the town and damnation.

Jason Robards gives one of his most heartfelt performances as Charles Halloway, Will’s father. He’s not the traditional hero, but rather a weary, aging librarian haunted by the fear that his best years are behind him. Robards brings such quiet dignity and warmth to the role that his final act of bravery, facing down darkness for the sake of his son, feels mythic. It’s the kind of understated performance that sneaks up on you and stays long after the credits.

Jonathan Pryce is pure, liquid menace as Mr. Dark. His every word drips with charm and threat. Pryce’s Mr. Dark isn’t a cackling villain; he’s temptation incarnate, seductive, eloquent, and terrifying in his control. You can see shades of this performance echoing years later ("The High Sparrow" in Game of Thrones for example) in Pryce’s roles as smooth politicians and sly schemers. Honestly when I first watched it I thought he was the Devil.

And then there’s Pam Grier as the Dust Witch, silent and otherworldly, gliding through the film like an angel of death wrapped in silk. She’s mesmerizing, equal parts terrifying and hypnotic, and though she doesn’t have much dialogue, her presence fills every scene she’s in. Grier was already a legend of 1970s cinema by this point, and here she’s used like an icon of dark glamour, a visual embodiment of the carnival’s deadly allure. I had had a crush on her since "Scream Blacula Scream."

This movie was made during Disney’s early ’80s experimental phase, when they were testing darker, more adult material, films like The Watcher in the Woods (1980), Dragonslayer (1981), and Something Wicked This Way Comes fit into that uneasy space between family film and nightmare. You can see echoes of Escape to Witch Mountain (1975) in the tone and pacing, and some of the set pieces (especially the swirling leaves and looming carnival tents) wouldn’t look out of place in Poltergeist (1982).

It’s fascinating to look back now and see how much later media borrowed from this movie, even if unconsciously. Scenes of the train or of boys sneaking through libraries and hidden halls that feels like a dry run for Harry Potter and the Sorcerer’s Stone (2001). The imagery of flickering candles, books, and autumnal magic feels like the DNA of half a generation’s fantasy storytelling.

But for all its atmosphere, Something Wicked had a troubled birth. Bradbury himself wrote the screenplay, and his collaboration with director Jack Clayton (The Innocents) was fraught. Disney re-edited the film heavily after test screenings, reshot major portions, and replaced much of James Horner’s original score. The result is a movie that feels like a beautiful half-remembered dream, gorgeous in places, uneven in others. It was a box-office disappointment, which is a shame, because few films capture the haunting melancholy of childhood quite like this one.

Now, thanks to Disney+, Something Wicked This Way Comes is finally easy to revisit. Watching it again in high quality, without having to dig through old VHS copies, it’s clear that it deserves rediscovery. It’s a movie about innocence lost, time running out, and the magic of a small-town October night when anything might happen, and maybe it already did.

I remember seeing this one when it was new in the theatres. At the time, I was not much different than the boys on screen, a little older, though, but in a similar town in Illinois. I remember that desire for adventure. 

This movie was also an early adopter of CGI graphics. They are primative by today's standards, but still effective. That carnival ride at the end of the movie is still creepy.

Occult D&D and NIGHT SHIFT

If you’re running Ravenloft, this film is practically a template for dark carnival adventures. The tone of Something Wicked This Way Comes lives somewhere between Carnival (the 1999 Ravenloft supplement) and The Wild Beyond the Witchlight (for 5e). Both draw on the same idea—a traveling show that promises wonder but delivers damnation.

  • Mr. Dark: Think of him as a charismatic Domain Lord, feeding on temptation and broken dreams. His carnival is his demiplane.

  • The Carnival: Perfect for one of those “it appears overnight” settings. The rides and attractions offer small, personal wishes, each one just twisted enough to trap the victim in the carnival forever.

  • Theme: At its heart, this is about choice, the same core idea that makes Ravenloft tick. Every character is offered a deal, and what they do with it defines their fate.

You could easily run a one-shot or full mini-campaign inspired by this film: a cursed carnival passing through a sleepy town, two children discovering its secret, and one old hero standing up to darkness one last time. 

October Horror Movie Marathon 2025

October Horror Movie Challenge 2025
Viewed: 27
First Time Views: 24

Urban Fantasy Fridays: Mage The Ascension, 20th Anniversary Edition

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 The Ascension, 20th Anniversary Edition I will admit, I love Mage. I love all versions of it, to be honest.

While I never really got into the original World of Darkness when it was all the rage, I did have Vampire: The Masquerade, and I recognized why and how it was good. Still, at the time, I had also just discovered WitchCraftRPG (next week!), so that was the game I had chosen to scratch my Modern-Supernatural itches.

I remember picking up a copy of Vampire the Masquerade back in the early 90s and thinking it looked interesting, but nothing I was going to play really.  Though my thought did go to moving the whole thing over to Ravenloft.  It wasn't until I had moved to Chicago to work on my Ph.D. that I found Mage.  

The ground floor of the commuter train station had a bookstore in it.  One of the pure joys of my daily commute. I picked up a copy of Mage: The Ascension (Revised) and thought that it was fantastic.  While I would ultimately stick with WitchCraft, Mage continued to have a fascination for me. Moving back and forth between the systems, I ultimately landed on the idea that a "Mage" was an evolved form of a "Witch."  I did some refinements, mostly after Mage the Awakening was released, so eventually came to the idea of an "Imbolc Mage," the term borrowed from a friend who wrote about "Ascended witches."  IT worked for me.  Even in my D&D 3.0 days, an Imbolc Mage was a witch prestige class. Even today I have a Mystic Class Starship kitbash called "The Imbolc Mage."  

Though I did really like Mage. A lot. I really like Sorcerer's Crusade; it was a cool idea and much more interesting to me than Mage: The Ascension at first.  That led me to Sorcerer: The Hedge Wizard's Handbook, which is not part of Sorcerer's Crusade, but part of modern Mage.  But I am glad I made that mistake, since I really liked this book, and it made me look again at the World of Darkness.

While Mage: The Ascension grabbed my attention, it was Mage: The Awakening that I created more material for.  I soon figured out why: it felt very similar to WitchCraft.  I wanted to do something that took the best aspects, or more to the point my favorite aspects, of both games and use them together.  I grabbed the Mage Translation Guide with great glee, but I never really did anything with it.  With the release of Mage: The Ascension 20th Anniversary Edition (and its nearly 700 pages), I just dropped all the work I was doing with Mage: The Awakening. 

Mage: The Ascension 20th Anniversary Edition

The 20th Anniversary Edition of Mage: The Ascension is a massive, beautifully crafted tome that brings every prior vision of the game into focus. It’s not just a revision of the rules; it’s a celebration of what Mage has always been: the meeting of philosophy and passion, of science and sorcery, of power and the price of using it. 

It’s also the most “complete” version of Mage ever written. M20 doesn’t erase the differences between editions; it embraces them. The Traditions feel ancient and mythic again, the Technocracy has teeth and ideology, and even the Marauders and Nephandi have more depth than ever before, a LOT more depth. The lore isn’t presented as dogma but as perspective, filtered through the unreliable narrators who populate the Ascension War. This is hit home time and time again. Reality is what you make it. 

Reading it feels like walking through every era of the game’s evolution: the raw wonder of 1st Edition, the sleek paranoia of Revised (my previous favorite), the fiery metaphysics of Awakening, all of it bound together by the idea that belief shapes reality. If you’ve ever argued about whether magic is real, or what truth even means, M20 will make you feel like those questions matter again.

Plus the physical book is just so damn attractive.

Magic, Philosophy, and Price

What I’ve always loved about Mage, especially the 20th Anniversary Edition, is that it treats magic as both metaphor and mechanism. Every paradigm is true, and none of them are. The more you understand, the more dangerous it becomes to believe in only one truth.

That’s why Larina fits here so naturally. In earlier games, she learned that magic has limits. In Mage, she learns that those limits are hers.

The system itself still shines. M20’s rules strike a balance between the freeform wonder of 1st Edition and the structured precision of Revised. The magic system remains one of my favorites of any RPG ever written, not because it’s powerful but because it demands creativity and consequence. Every effect has a cost, every belief has friction, and paradox is always waiting for the arrogant.

This is where Mage transcends its own mechanics. It’s not just about bending the universe; it’s about how much of yourself you’re willing to give up to make that change. Every roll feels like a wager between your vision and the world’s resistance. It’s a game of philosophy disguised as spellcraft, where your paradigm defines not only your powers but your purpose.

In that way, it’s the most dangerous kind of fantasy: the kind that makes you ask, What if I’m the one who’s asleep?

Mage books

The Mature Stage of the Lifespan Campaign

If Little Fears represents childhood beliefs, Monsterhearts embodies teenage Sturm und Drang, and Chill signifies early adulthood resilience, then Mage is mid-life transcendence.

By the time a character reaches Mage, the world has stopped being mysterious because they have seen too much of it. They’ve fought the Unknown, lost friends, made mistakes, and realized that survival is only the beginning. Mage is what happens when you stop reacting to horror and start defining reality for yourself.

For Larina, this is the phase where the witch becomes the magus. She’s no longer the frightened girl with ghosts in her room or the grad student who stumbled into S.A.V.E. She’s a woman in her mid-40s who has survived every shadow the multiverse could throw at her, and learned that power without wisdom is just another kind of curse.

Her story at this stage isn’t about discovery; it’s about integration. Every past incarnation, every spell, every trauma, they all thread together into something greater. The act of Ascension isn’t about escaping mortality; it’s about embracing it as sacred.

Like the rules, I want to integrate all the disparate threads of her life here. 

Larina Nichols in Mage: The Ascension 20th Anniversary Edition (2015)

By 2000 or so, Larina had returned to the States and lived quietly in Chicago. She teaches folklore and comparative mythology at a small liberal arts college, but that’s just the daylight cover. At night, she works as an independent consultant for the Traditions, specifically the Verbena, though she maintains uneasy friendships among the Dreamspeakers and Hollow Ones.

In the context of my Lifespan Campaign, this is Larina’s middle-age chapter, the reckoning after experience, when all her past choices catch up to her. The ghosts from Little Fears, the stress of Monsterhearts, the agents of S.A.V.E. from Chill, even fragments of her other lives like Lowis from Dark Ages, they all echo here.

Mage lets me weave those threads together into something coherent. Maybe those different incarnations were just past lives of the same soul, or echoes across parallel worlds. In Mage, that kind of metaphysical bleed makes sense. It’s one of the only games where her story could become mythic without losing its human edge.

At 45 (2015 in this build), Larina is a seasoned practitioner who has seen the price of awakening. She knows that every act of will leaves ripples in the world. She teaches her students that folklore endures because it speaks to something real, and when she’s alone, she can still hear the faint hum of the Tapestry, like a heartbeat under the world.

She’s part scholar, part witch, part weary survivor. The Ascension War has become quieter, now fought through memes, corporate sponsorships, and disinformation rather than fireballs and paradox spirits. Larina has learned that the Technocracy doesn’t always need to win; reality often fights their battles for them.

But she keeps the candle burning anyway.

Her focus remains rooted in belief: the Old Faith, the Goddess, the sacred cycles of life and death, but expanded now to the Universal and Multi-versal scale. She has studied Hermetic theory and understands the language of the Ethers, yet she still draws her strength from the soil, the stars, and the blood that ties them together. In M20 terms, she is a Verbena, a witch who believes in creation’s divinity but refuses to kneel to any monotheistic god.

She works minor wonders through old rites: candle flame, herbs, whispered prayers, moonlight on water, spreads of her well-worn tarot cards. Her paradigm has grown sophisticated; witchcraft, psychology, and spirit all merge into her personal practice. Where she once used spells, she now shapes Correspondences.

Her Avatar is older now, too, no longer the reckless maiden or disappointed wife, but a patient, keen-eyed woman who sometimes calls herself the Lady of Crossroads. 

Larina "Nix" Nichols circa 2015Larina "Nix" Nichols

Chronicle: The New Millennium

Nature: Questing
Demeanor: Traditionalist
Essence: Visionary

Affiliation: The Traditions
Sect: Verbena
Concept: Mystic

Attributes 

Physical
Strength ••, Dexterity ••, Stamina •••

Social
Charisma •••, Manipulation ••, Appearance ••••

Mental
Perception ••••, Intelligence ••••, Wits •••

Abilities

Talents
Alertness ••, Art •, Awareness •••, Empathy ••, Expression •, Streetwise •

Skills
Crafts •, Drive ••, Etiquette •, Research •••, Survival •••, Technology •

Knowledges
Academics ••••, Cosmology ••, Enigmas ••, Esoterica •, Investigation •, Medicine •, Occult ••••, Science •

Spheres

Correspondence ••
Entropy 0
Forces •••

Life •••
Matter •
Mind ••••

Prime •
Spirit •••
Time ••

Advantages

Backgrounds
Allies ••
Avatar •••••
Dream •
Library ••••
Past Lives •••
Wonder •

Other Traits
High Ritual ••••
Seduction ••
Area Knowledge ••

Arete ••••• ••

Willpower ••••• ••

Quintessence xxxxx

Rotes
Talons (••• Life, • Prime or • Matter)
Far Speak (•• Mind, •• Spirit)
Astral Projection (••••Mind, • Spirit)
Past Life (•• Correspondence, •• Spirit)

Focus
Paradigm: Creation is Divine and Alive
Practices: Witchcraft
Instruments: Books, ritual tools, tarot

Wonder
Athame

Merits & Flaws
Languages (Celtic, Greek, Italian, Latin, Russian) 5, True Faith 2
Echoes -1

Age: 45, Apparent age: late 30s
Sex: Female
Ethnicity: White (Caucasian)
Hair: Red
Eye color: Blue
Height: 5'4"
Weight: 125 lbs
DOB: October 25, 1969

Equipment
2005 purple VW Beetle
2013 Macbook Pro (Core i7, 2.6 ghz, 13.3" screen, 256gb ssd, 8gb RAM), silver

Mage 20th Anniversary Edition

Notes: One thing I have not decided yet is whether or not this Larina has a 3-year-old daughter "Taryn" as her WitchCraftRPG counterpart would have at this point (Taryn born Dec 21, 2012, when the Meso-American calendar ran out.) I would like to think so, but I have not played this particular character to that point.

This is obviously not a starting character. I figured she began as a Mage character when I first discovered Mage (circa 1999) and she has had 15 years of experience since then. Granted, maybe she would be more powerful, but she had a lot going on in her life that was not Mage-related. 

I have always played my Mage and WitchCraft versions as similar, but separate universes. This Larina may be the Larina that keeps the others connected to the whole cabal/coven of them all. Actually, I really like this idea. Maybe I should reach out to Phil Brucato, "That Mage Guy," and ask him how he would craft such a character. 

Final Thoughts

Mage: The Ascension 20th Anniversary Edition isn’t just a rulebook. It’s a philosophy text disguised as a game manual, a challenge to imagine what reality could be if you dared to believe differently. It captures everything I love about urban fantasy, the collision of magic and modernity, of belief and disbelief, of hope against entropy.

For me, Mage represents the mature stage of the horror-fantasy journey. It’s not about surviving the darkness anymore. It’s about illuminating it, understanding it, and, if you’re brave enough, even becoming it.

Larina has learned that the Ascension War was never about gods or Technocrats. It was always about the soul’s struggle to stay awake.

And after all these years, she’s still standing at the crossroads, candle in hand, whispering to the night: "So mote it be."

Links


October Horror Movie Challenge: Red Dragon (2002)

The Other Side -

Red Dragon (2002)The Silence of the Labs is a horror film, in fact it is one of my favorites. So when the chance came up to watch Red Dragon (2002) I jumped on it. I had read the  Thomas Harris book ages ago and watched the first movie treatment of it, Manhunter (1986). This movie is not as good as the book, but better than the 1986 movie. But both of those opinions are subjective.

Red Dragon (2002)

What Red Dragon does exceptionally well is balance tension and performance. It’s a prequel to The Silence of the Lambs, but it doesn’t feel like an afterthought. Anthony Hopkins returns as Hannibal Lecter, and while he’s clearly older than his supposed timeline, it hardly matters. Hopkins slips back into Lecter’s skin like a comfortable, expensive suit. Every word is deliberate. Every pause, a manipulation.

Edward Norton plays FBI profiler Will Graham, the man who caught Lecter years before. The film opens with that capture, a brutal and stylish confrontation that immediately sets the tone. Graham has since retired, but he’s pulled back in to track a new killer, Francis Dolarhyde, the “Tooth Fairy,” played with a quiet menace by Ralph Fiennes. Fiennes delivers a haunting, deeply tragic performance. His Dolarhyde is terrifying not because he’s monstrous, but because he’s broken and he is doing what he thinks he has to do to transform. Though I do admit, I wondered the whole time what this role would have been like in the hands of someone like Billy Bob Thorton. 

This is what makes Red Dragon work. It’s not just a procedural thriller, it’s a story about the fine line between understanding evil and becoming infected by it. Norton's Graham is empathetic to a fault. He has to feel what the killer feels to catch him, and that empathy nearly destroys him. Lecter, ever the manipulator, senses that and twists it for his amusement. Watching their verbal chess match unfold is as thrilling as any chase or murder scene. There are times when Graham gets way too close to feeling what the killers (Lecter, Dolarhyde) feel.  Jodie Foster's Clarice Starling is good because she understands. Will Graham is good because he feels

The supporting cast adds real weight. Emily Watson is remarkable as Reba, the blind woman who sees more clearly than anyone else in the film. Her tenderness toward Dolarhyde makes his descent even more tragic. Harvey Keitel, Philip Seymour Hoffman, and Mary-Louise Parker round out an impressive lineup that grounds the story in gritty humanity. Let's be honest. This is a star-studded cast. 

It never reaches the same heights as The Silence of the Lambs. But maybe that is ok. This is the first Act of Lecter's big three-act play (I am not counting Hannibal Rising here yet). This is A New Hope to Lambs' Empire Strikes Back.

Comparisons to Manhunter (1986)

It has been a bit since I saw Manhunter, and I watched before The Silence of the Lambs. Here is what I do recall. Manhunter feels like it was pulled straight from the ‘80s crime zeitgeist: sleek, minimalist, and pulsing with synth. It’s more procedural, less psychological. For example, Lecter's cell was not as "impressive" as what we see in Red Dragon and The Silence of the Lambs. 

Anthony Hopkins is a menacing Hannibal Lecter. He is the prefect blend of menace, evil, sharp intelligence, and amorality to give us his Academy Award-winning performance. Brian Cox is...no Anthony Hopkins, but his Lecter has menace all his own. Cox's Lector looks and acts like someone who would have really existed. Hopkin's Lecter is practically a Batman villain. 

 William Petersen’s Will Graham is distant, analytical, almost robotic at times. He’s haunted, yes, but in that stoic, Mann-hero way. You sense the obsession, but not always the emotion.

I liked Kim Greist as Molly Graham, but Mary-Louise Parker also did a fine job. 

Visually, Manhunter is all clean lines and cold light; Red Dragon is candlelight and shadow. One is clinical, the other operatic. Neither is “wrong,” but Red Dragon feels more in conversation with The Silence of the Lambs. It treats Hannibal as a monster out of folklore rather than a psychopath in a cell.

I should really rewatch it, but is so much of a Police Procedural movie I don't think I could count it as horror.

NIGHT SHIFT & Occult D&D Ideas

This works for NIGHT SHIFT quite well. The characters can all be investigators looking for a new serial killer who the press has called "The Baltimore Vampire" (nod to the original movies). Only to discover it is a real freaking vampire. Or maybe it is just a garden variety serial killer who thinks he is, or can become, a vampire if he kills enough. 

For my Occult D&D ideas, well. Interestingly enough, I found the Red Dragon novel because I wanted to suck up anything related to my new obsession, D&D! I read it and thought that a psychological profiler might be a cool job to have. 

For either, Francis Dolarhyde could easily be reimagined as a cultist or warlock possessed by the spirit of an ancient dragon, a literal Red Dragon whispering promises of power and perfection. His killings are ritualistic, each one part of his ascension.

In an occult campaign, you could use this as a slow-burn mystery: murders tied to draconic iconography, victims chosen for symbolic reasons, and a cult leader whose mind is collapsing under the weight of his Patron’s voice. The PCs might be hunting the killer, only to realize his madness is contagious, the Red Dragon’s influence seeps through his victims, through dreams, through art.

October Horror Movie Marathon 2025

October Horror Movie Challenge 2025
Viewed: 26
First Time Views: 24

The Enchanted World: Ghosts

The Other Side -

 GhostsNext to the Witches and Warlocks book, this was one of the ones I had read the most as a kid. I did not have access to a full set until the last few years, but this one always stuck out. A lot of the tales in this book found their (if you will excuse the pun) spiritual descendants in Ghosts of Albion

Ghosts

by Ellen Galford and Time-LIFE editors, 1984 (144 pages)
ISBN 0809452162, 0809452170 (US Editions)

This volume is divided into four chapters dealing with death, the dead, and those who remain behind.

Chapter One: Guises of the Reaper

Ghosts are the reminders that life has an end, but we really don't know what that end is going to be like. So tales of ghosts, and tales of the Grim Reaper, abound. It always seems to come back to England and the British Isles for these tales. No surprise since these are the tales we are most familiar with. Here we learn of the Black Dog or Old Shuck, the Ankou, the Bean-Nighe, and banshees. Even innocent-looking animals like the raven and owl could be harbingers of death. 

We see similar manifestations in Germany where the Fetch becomes the Doppelgänger, and in the Middle East where the raven is called Abu Zájir or "The Father of Omens."

It should also be no surprise that quite a few of our myths and legends about ghosts and the dead come from the times of plague in Europe, where death was often given anthropomorphic form. 

 Ghosts

Song of the Sorrowing Harp

A Scottish tale of jealousy of two sisters and the ghost that told of her murder.

Chapter Two: Invasions by the Angry Dead 

Death may take the souls of the dead, but they don't always stay quiet. Much like vampires (where the distinction is often blurred) the dead can come back. Here we encounter the utburd and the navky, two types of child ghosts that have haunted my own books and this blog for ages. 

 Ghosts

We encounter poltergeists, the noisy ghosts, who might also be demonic. 

Demonic ghosts seem par for the course in Japan if "The Wife's Revenge" is any indication.

A Meeting on the Road Home 

A tale from Lancaster, but when re-told in modern times in America, it became the ghost girl that drivers would pick up. This one has a twist of the ghost keeping her head in a basket. 

Chapter Three: Shadow Plays of Grief and Pain

Ghosts are often doomed to repeat their deeds from their life in the afterlife. A forgotten battlefield in Scotland plays out it's bloody battle in ghostly form. Same with battlefields in Assyria, Troy, Wales, and the US Civil War.

But ghosts are not just attracted to battlefields, places of power where human sacrifice occurred were also popular among the dead. And of course haunted houses.

 Ghosts

The Hooded Congregation

A Swedish woman rushes one cold morning to attend Christmas services, only to discover she share the service with a congregation of the dead.

Chapter Four: Hands Across the Void

The living and the dead can interact, and often the consequences are dire.  Here the dread art of necromancy is used and often the living soon join the dead. Others take great care to make sure the dead can't be rising or spoken too in their own sorts of necromantic arts. From Caesar to Vikings to Medieval Christians to 17th Century Cornwall, consulting the dead was a dread business. 

Glam's Tale

In this tale, the line between ghost and zombie is blurred as the dead return.

 Ghosts

This one is still a fun read so many years later. I am surprised by how much of this wormed its way into my subconscious and took up a permanent haunt, as it were. 


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