Books
A Trip to Planet #666: Exploring the Wild and Weird Worlds of the ‘Jason X’ Novels and Comics
I am a huge fan of novelizations and tie-ins. When I was a kid, I picked up Star Wars books at every library book sale and happily read the novelizations of movies I was anticipating, always wishing that there were books based on my favorite horror movies as well—not knowing, of course, that some already existed at the time. When I discovered the Halloween Young Adult books as a kid, I was hooked forever. So I could not have been more excited in the mid-2000s, when the publisher Black Flame Books began putting out novels based on A Nightmare on Elm Street, Final Destination, Friday the 13th and, of all things, Jason X. And by the time Black Flame did this, I was already well-versed in just how rare books like this would become, so I snatched up every single one. It was amazing to get new stories based on these characters, especially after Freddy vs. Jason, when we were starving for news of a new movie. But looking back as an adult, the thing that still stuns me most, that I cannot believe and am so grateful for, is the fact that we were treated to an entire Jason X-panded universe of novels and three comic book issues.
Jason X was not a very successful entry when it first hit and was not even that well liked among fans at the time. With Freddy vs. Jason coming out only a year later, it very quickly became a weird footnote in the franchise’s history. Over time, fans have certainly come around on the film’s tongue-in-cheek absurdity and refreshing sense of humor, but that wasn’t so much the case when it was still new. The very fact that a series of Jason X novels ever even happened is completely bananas. That’s the thing that makes all of this so fascinating. The existence of these books is weird enough. But the content of the books goes so very, very far beyond that. Even as weird as they are for simply existing, these novels are so much weirder than you could probably ever imagine them to be and that’s why they desperately warrant an in-depth look. Most people will probably never get the chance to read them, but I can’t let them be lost to history without letting the good people know that they absolutely redefine the term “bonkers.”
That redefinition honestly starts right with the novelization of the original movie. For one thing, there’s the fact that, while the film came out in 2002, its novelization came out in 2005. That’s a long time between the two and definitely worth noting when so many novelizations are rushed to tie in to a film’s specific release date. It’s also worth noting the difference in tone between the two, because of that. While there definitely is a sense of humor in places, Jason X the novel by Pat Cadigan, is a completely different beast tonally, even if the characters, major beats and even most of the dialogue are the same. Whereas the movie is a fun indulgence of mayhem that doesn’t take itself remotely seriously, the novelization utterly wallows in hopelessness and nihilism. For example, the book dives much deeper into Professor Lowe as a character, revealing that he faked all of his credentials and that the university has found out. The class he’s running is a total scam, he’s about to be fired and is possibly facing prison. Even worse: the whole class is going to be expelled for their participation in Lowe’s fraudulent class upon return to the university, and they have no idea. From the moment we meet them, their academic lives are over and they’re clueless. But it gets worse. When Lowe realizes the value of Jason’s frozen body, desperate to not come out of this situation empty-handed, he decides that he is going to kill the entire class to keep the discovery of the frozen corpse to himself, making this the only Friday the 13th where everyone dies even if Jason is never resurrected.

There are plenty more bizarrely specific details in the Jason X novelization. First, there’s an extremely Friday the 13th explanation for the huge leaps in technology in 400 years. At some point, humans apparently made first contact with aliens, and those aliens gave us access to their technology in exchange for something of ours: marijuana. In exchange for introducing E.T. to the devil’s lettuce, humankind received technology that allowed us to colonize space, eventually even inhabiting another planet entirely after Earth was finally deemed uninhabitable. Janessa, it is also revealed, is a celebrity. She is extremely wealthy and is famous for being the first successful genetic birth from three parents. The novelization—as is the case with all of the Jason X novels—is over 400 pages, so there’s truly no stone left unturned. If you want to know the background of the “Microsoft Conflict” you hear about in the film, you’ll get a detailed history over several pages. The short version is that it was an actual war and once it ended, all of the survivors received full shares in the company. When Tsunaron and the android Kay-Em are implied to have sex right before she suits up to take on Jason, it is much more explicitly stated—and detailed—in the book.
After the novelization of the movie is when things get really interesting, though. Jason X: The Experiment is the first original novel based on Jason X, the first of surprisingly several sequels to a movie that sadly never got one in film form. It’s also wild, but compared to what comes later, also somewhat restrained. It turns out that the lake Jason crashes into is next to a huge nuclear power plant, which environmental activists are trying to shut down. Jason (or UberJason, rather) is out of commission for a good deal of the book, but what we lack in mayhem we make up for in lengthy philosophizing on Jason’s position in the universe as the “embodiment of anti-life,” devoting himself to the extermination of living matter.
There’s also something anticlimactic to the notion of life on Earth-2 being pretty much identical to 21st century life on Earth-1. Jason does get a pretty imaginative foe, at least in theory, in an sort of recreation of his own nanite-enhanced existence. The nanites reassemble the scraps of several dead bodies into a Frankensteined form that grows stronger by adding hunks of dead flesh to its own. Every time Jason kills, this thing only grows more powerful. Unfortunately, this barely even comes about until pretty much the end of the book. The slasher element is abandoned pretty early on, which is obviously not great for a Jason novel, while the environmental plot takes over.
The next novel, Nancy Kilpatrick’s Jason X: Planet of the Beast takes place on Planet #666, where the evil Dr. Bardox is working tirelessly to clone Jason so that he can have an invulnerable killing machine totally under his control. It goes about as well as you’d expect. More than anything, though, is the fact that this novel actually—for its entirety—refers to the character as Jason X. Not Jason, not UberJason, it’s “Jason X entered the room.” Imagine if any of the other movies did that. Imagine reading “Suddenly, Jason Goes to Hell burst up through the floorboards, more powerful than ever.”
Having said that, this one’s not so bad. Nancy Kilpatrick is no joke of a writer, not that any of the other Jason X authors were, and was even referred to in Fangoria as “Canada’s Anne Rice.” There’s deeper characterization here, much more action, and this is probably the book that comes closest to the highs of Black Flame’s other Friday the 13th and A Nightmare on Elm Street novels when they were at their best. This Jason has also been completely remade, so while it seems out of character for him to move much faster and be somehow even more malicious in his attacks (Jason does a lot more torturing of his victims than he ever did in the past) it makes some degree of sense when taking into account that this is kind of an Uber-UberJason.

The fourth Jason X novel, Jason X: Death Moon, is the cream of the crop. I sanction the buffoonery of all these books, granted, but this one without a doubt has the most buffoonery to sanction. I’m in awe of it. In Death Moon, author Alex S. Johnson decides to bring the far-future antics of Jason X back to its camp roots. This novel is primarily set at Moon Camp Americana, a camp for wayward girls. There’s nano-everything this time. Nano-flies, nano-spiders, you name it. There’s a plague of nanite-enhanced zombies. There’s the resurrection of Pamela Voorhees. There’s a virtual reality fight between “classic” Jason and UberJason. And yet nothing that happens in the novel holds a candle to the way it is written.
Here’s a passage from Jason X: Death Moon. Possibly my favorite passage from any book. You cannot get a sense for what the book is without reading this:
“Bite me, Jason’s body would say if it spoke. But Jason has no need for speech. While not a strong suit, Jason might reach back in his early memory for rudimentary language, a thing of gasps, grunts and sudden fetal tyrannies in the manner of Richard the Third. Jason has no need for speech. He is Mr F***. The Endgame Man.”
The whole book is written like that from beginning to end, making it kind of hard to even know what’s happening at times. Especially when Johnson will, with some regularity write “He said this” and follow it up with “No, just kidding, he actually said this.” He will even do that with, of all things, characters’ names. The book also stops dead in its tracks for an anecdote about Elsa Lanchester that goes on for several pages. And that’s great, honestly. Good for it, because I’m not sure this book would be half as memorable if it were remotely digestible or made a lick of sense.
Amazingly, the Jason X novels are the only Black Flame books with any degree of continuity between them. The Friday the 13th and Nightmare on Elm Street novels have nothing to do with one another, each of those books completely stands alone. Jason X, however, is a true series, and events and locations are picked up and touched upon from one book to another. This is made abundantly clear in the final book, again written by Nancy Kilpatrick, Jason X: To the Third Power. This one returns to Moon Camp Americana, from Death Moon, which has since been remade into a maximum security prison. This is set roughly twenty years after the events of Death Moon. Jason invaded the moon base—which the prison has now been built on top of—and corrupted the system’s AI, becoming a computer virus, and his presence still lingers, though Jason himself doesn’t fully enter the fray until the second half of the novel.
Thanks to the wonders of cloning and weird DNA experiments, at the end of Jason X: Planet of the Beast a character basically learned that she was pregnant with Jason’s biological child. That comes up again, which is not surprising as Kilpatrick wrote both books. Now Jason’s son steps into the role of protagonist, learning what he is and hoping his genes have the key to surviving, if not destroying, his father. This book sees not only Jason, but a Jason II and Jason III, as Jason rebuilds himself and one Jason is effectively made to combat the first. It even contains the line, “The one I made? He’s the new Jason? The strongest Jason ever?”
Of course, these five novels aren’t the only other Jason X stories out there. There are also three comic book issues from Avatar Press. Around the same time that Black Flame picked up the rights for novels, the comic press Avatar started putting out Friday the 13th, Nightmare on Elm Street and Texas Chainsaw Massacre comics. In the midst of those were a Jason X one-shot and the two part miniseries Jason vs. Jason X. The one-shot, written by Brian Pulido, picks up immediately after the ending of the film, with UberJason crashing into the lake. Kristen, our hero, is hoping to harness Jason’s regenerative capabilities to save herself and her loved ones. Jason now has control over the nanites that have taken over his body, basically just using them to build a new machete at his will. The ghost of Pamela Voorhees also gets into the ship’s computer. It’s a lot packed into thirty pages, but the highlight is UberJason killing the couple from the end of the movie who went to investigate the “shooting star” in the lake, by throwing an entire tree at them.

The follow-up miniseries, Friday the 13th: Jason vs. Jason X, is no less wild. One would imagine that if UberJason were going to face off against his classic self, time travel would be by far the easiest way to accomplish that. But that is not the approach that writer/artist Mike Wolfer takes, not at all. UberJason has now found his way to the party ship, U.S.S. FunClub, where he proceeds to wreak his regular brand of havoc. At the same time, a salvage crew finds the remains of the Grendel and when they get the power going again, the nanites resume their work, taking the scraps of Jason meat that somehow weren’t incorporated into UberJason the first time around and now assembling them into an exact duplicate of the original Jason. Basically, in terms of the title, the “Jason X” is the original Jason and the “Jason” is the duplicate. It’s the Ship of Theseus of slasher comics. Regardless of which is the “real” Jason, the two of them do not get along, despite how much they have in common. A fight is inevitable, and unlike Freddy vs. Jason, there’s no room for debate. UberJason obliterates his newly minted counterpart, tearing his head apart with his bare hands and even adding classic Jason’s brain matter to his own, to further enhance himself.
Many tie-in novels to horror franchises get up to some weird stuff. That’s true even strictly of Friday the 13th books in general. There’s a whole series of Young Adult books about people being possessed by Jason after finding his mask in the woods. There’s a novel, Carnival of Maniacs, which opens with a couple of cannibals finding Jason’s decomposing, festering body in the forest and deciding they’re gonna take it home and eat it. Those things do not hold a candle to how weird and wonderful the Jason X books are. There are better, sometimes even really good Friday the 13th novels, such as Church of the Divine Psychopath and Hate-Kill-Repeat in particular. I don’t think the Jason X books quite hit that level, but I love them all the same, because while they might not always make sense or feel remotely connected to the overall franchise at times, they are unashamedly, utterly weird. These authors are never not doing their own thing with this property, whether it be an environmental statement or a lengthy aside on Elsa Lanchester. They don’t give one single, solitary Mr F***, and for that I could not possibly be more grateful.
Books
Despite Treading Familiar Territory, ‘Ravenloft: The Horrors Within’ Provides a Wealth of Gameplay [Tabletop Terror]
I’ve been running tabletop RPGs for several years now, but I’ve never actually run the most iconic of them all, Dungeons & Dragons. Sure, I’ve played it more than any other game, but the setting and genre aren’t something that makes me want to pick up the GM guide and set up my own campaign to run players through. Any time I run games, I stick to horror or sci-fi games that align more with my interests, both mechanically and thematically.
The closest I ever got to wanting to run D&D was after my party played the Curse of Strahd campaign in fifth edition. The Ravenloft setting was perfect for me, forcing our intrepid band of heroes to face down all sorts of vampires, werewolves, and other things that go bump in the night. One of my all-time favorite moments as a player was entering someone’s home, slowly realizing she was a witch, and pushing her into an oven “Hansel and Gretel” style before she could spring her trap. Leaning into the horror got my mind racing with the possibilities for a campaign, but nothing ever came of it.
Recently, Wizards of the Coast released Ravenloft: The Horrors Within for the latest edition of D&D, revamping the legendary setting for the updated ruleset. While I still have plenty of games I would turn to first for spooky roleplaying games, after flipping through the book, I was impressed with the wide range of horror that the new setting manual allows for. To be clear, this isn’t a beat-by-beat campaign book with full prep for a long-running adventure, but rather a series of settings, creatures, villains, and character creation options that can be added to the world, allowing you to explore the darker side of D&D.
Character Options With a Horror Twist

The introduction of The Horrors Within outlines the main narrative concept of the book, the Domains of Dread. These are isolated areas that can be accessed by traversing through mysterious mists. Each domain has a Darklord, who is both a ruler and prisoner in the land. Their domain acts as a dark reflection of their past in a way that makes for a cohesive space that’s backed up by interesting character drama.
While much of the book is dedicated to GM-facing tools for creating a horror campaign within the Domains of Dread, the first chapter is all about new subclasses for players to use as their characters level up. There’s not a new one for every class, only seven of them, but they do add some supernatural flavor to the traditional character archetypes, along with smartly thought-out mechanical additions. None of them are terribly game-changing in my opinion, but they do help you create characters that feel like they are becoming monsters themselves. My favorite of these is the Reanimator subclass for the artificer, who assembles corpses into undead companions that can help you out.
The book also has a bard that summons ghosts, a cleric who worships the forces of death, a ranger who communes with dark creatures, a rogue who gets trinkets from the dead, a sorcerer who draws power from the shadows, and a warlock who made a pact with an undead patron.
To round out character creation, there’s a new set of horror-tinged backgrounds and species to layer on top of your character. Variants of werewolves, vampires, and zombies are now available to you, in addition to some fun concepts like paranormal investigator and spirit medium. While none of these excite me a ton on their own, I can see the possibilities forming in my mind as I come up with different ways to mix and match the classes, backgrounds, and species, making it enticing for players who are looking for creepier ways to build their new character. It doesn’t elevate the class creativity to something along the lines of Heart: The City Beneath or Mork Borg, but it’s definitely more flavorful than the standard D&D archetypes I’ve been using for years.
Darklords, Domains, and Dark Gifts

As you level up, you’re given access to a new set of feats called Dark Gifts. These can be bestowed on you from the GM at narratively interesting points, or can be selected any time you would gain a feat from the origin category. These are once again very thematic, combining mechanics and fiction in clever ways, but importantly, they come with a price to be paid when you roll a critical failure.
For example, the Gathered Whispers feat allows you to not only cast Message, but also to use a reaction to summon spirits to defend you when you would be hit by an attack. As a cost, if you roll a one, the haunting voices get so loud that you need to make a saving throw or take the condition deafened. I’m always in favor of a tabletop RPG making failure more interesting, so this is a step in the right direction for me personally, and I would love to see the concept pushed even further, especially with the focus on horror.
The bulk of the book, about half of the page count, is spent outlining the various domains of Ravenloft and their associated Darklords. This chapter is extremely thorough, highlighting the various horror subgenres and hallmarks that each domain explores so you can find one that aligns with the story you are trying to tell. Want to do something about gothic horror and political intrigue? Send your party to Borco and have them caught in the battle between the two Darklords, Ivana Boritsi and Ivan Dilisnya. Looking for a dark fantasy adventure about doomed quests and cursed items? Then you’ll want to use the Shadowlands, where the sentient sword Ebonbane torments would-be heroes.
Is your group begging for cosmic horror? Well, among the Domains of Dread in this book is Innsmouth itself, giving you the tools to put your players against the ultimate Lovecraftian evil, Cthulhu. There are sixteen fully-realized domains in here, as well as about two dozen others with brief, but still intriguing descriptions. I wouldn’t say any of them are mind-blowingly creative, but they certainly push the limits of what I’m used to seeing in D&D, with lots of options to explore your subgenre of choice.
While they don’t lay out full, beat-by-beat campaigns for each of the locations, there’s definitely enough information here to get the gears turning on hooks to draw the player in. There are several points of interest laid out for each domain, as well as a full history of the area and the associated Darklord. Each Darklord also has a full stat block, preparing you to craft that epic boss fight when the time comes. My favorite part of each entry is the suggested campaign overview, which outlines ideas for what characters should be doing during specific level ranges.
These are only about a page long, but they also come with plans for a full mini-adventure within that overview, complete with NPCs, plot twists, and often a map for you to use at the table. I’m a big proponent of the GMing philosophy of “draw maps, but leave blank spaces,” so while some may be disappointed that there’s not more detailed prep contained in this chapter, this is just the right amount of info for me to start creating my own campaign.
A Worthy Collection of Horrors

The following two chapters are focused on giving you the tools to start writing your own campaigns within the Ravenloft setting, providing solid advice for how to think about how you want the horror to manifest at your table. Given how goofy players can get at the table, it can be hard to maintain an atmosphere of menace between friends, but the tips and tricks in these chapters are a great start. Ravenloft: The Horrors Within also gives you the framework to build your own domains and darklords to tell the story that you want to tell, including tables to roll on to help you generate ideas.
To round out the book, the final chapter is a bestiary full of horrors to throw at adventurers. They all still end up getting broken down into D&D mechanics, so they aren’t anything extremely wild and out there, but there are some gnarly creatures rendered in compellingly moody artwork. My personal favorites were the Boneless, an animated skin of a flayed corpse, the cleverly named Carrionette, a doll animated by sinister magic, and the Relentless Killers, a series of supernatural murderers that take inspiration from slashers. Included among the monsters are some good NPCs that can be worked into your campaigns, either as friend or foe. It’s not as clever as the surreal monsters in Mothership or as truly horrific as the terrors outlined in Mork Borg, but these are definitely some of D&D’s darkest creations, allowing you to weave horror into your standard encounters.
There are definitely games better equipped to do horror in tabletop RPG form, but if you’ve got a group of players who love D&D and don’t want to try a new system, this setting book is the best way to inject the horror you’re looking for into the classic game. Not only does it lay out a wealth of options for you to pull from, between the domains, darklords, and monsters, it also provides you the tools to come up with your own ideas to prepare compellingly terrifying campaigns of your own.
Even if it sticks to well-worn genre tropes, any horror-loving GM will get a kick out of flipping through this book and seeing how their favorite subgenres have been translated into the world of Dungeons & Dragons.
Ravenloft: The Horrors Within is available now from D&D Beyond in Digital and Physical versions.

Follow along for more Tabletop Terror, a monthly column highlighting roleplaying games new and old.

You must be logged in to post a comment.