A Night in the Lonesome October (1993) is one of Roger Zelazny's last novels, illustrated by Gahan Wilson.In an October in the late 19th century, a small English village finds itself host to an eclectic group of visitors. They are players in the Game, and on the final night of the month they will declare their allegiances and take sides in a contest that will determine the future of the world. Until then, there are mystic artifacts to locate, rituals to complete, potential allies to court or enemies to incapacitate (cautiously — for appearances can deceive, and a person whose allegiance seems obvious may be working for the other side, or may indeed not be a Player at all). Not to mention complications to deal with, including a mysterious American with an interest in botany, a famous detective with his suspicions roused, and a Player aiming to grab power through methods even his (or her?) allies might balk at...
Ancient Artifact: There are several ancient artifacts in play, including a bowl, a ring, an icon (in the "religious painting" sense), and a pair of wands. Each will add to the power of whichever side possesses them, except the wands; the wands are dedicated one to each side, and can only be used to aid that side's goals.
Animal Talk: All the animals (including the non-magical ones) can speak to each other in what seems to be the same language. Though, oddly, it appears a werewolf can understand Snuff but not any of the non-canine animals.
And Call Him George: The "experiment man", although they manage to explain that Kitty would like to be put down now, please, before he does the kitty any permanent harm.
Chekhov's Skill: In a blink-and-you'll-miss-it example, there's Bubo's passing mention that he's a pack rat. As in, a type of rodent famous for swapping objects.
City of Gold: In the Dreamlands, even the trash cans are made of semiprecious stone and fine ceramics.
Connect the Deaths: It's not murder sites, but a very similar idea, with the characters having to identify a set of mystically-significant locations and then figure out, from the pattern they make, the place where the showdown with the villains will take place.
Covers Always Lie: The cover depicts a social gathering of all the players that never happened, and implies that Snuff is the Count's partner when he's actually Jack's.
Creepy Crows: The main villain has an albino raven as a familiar.
Snuff spends a few days dragging the corpse of a policeman to the river, as Vicar Roberts had murdered the man and left his body close enough to Jack's house to direct unwelcome attention toward Snuff's master.
The three dismembered Things and Owen are disposed of by stuffing them in Owen's wicker baskets and setting them on fire.
Eldritch Abomination: The Openers want to open The Doorway to let Them in, the Closers are trying to keep it shut.
Evil Albino: The main villain has an albino raven as a familiar.
Evil Only Has to Win Once: The gate may or may not close again, but with Nyarlathotep and his pals on this side, it wouldn't matter much.
Evil Versus Oblivion: The Count is evil, but he's also on the side of the closers, because he likes the world the way it is.
Eye of Newt: Features a variety of unusual spell ingredients; at one point the narrator remarks that "Magical rotas sometimes strike me as instructions for lunatic scavenger hunts."
Faking the Dead: In a homage to Dracula's habit of always coming Back from the Dead, the Count gets staked halfway through the novel, then turns up alive and well (or whatever the undead equivalent is) for the big showdown; it turns out he faked his own death to forestall any of the other Players doing it for real.
Familiar: About half the characters. Including the narrator: Snuff, Jack's dog.
Grey and Gray Morality: The Openers are not necessarily Evil, and the Closers are not necessarily Good. They each have their own reasons for why they think opening or keeping The Doorway closed would be better for humanity.
Snuff: Jack and Jill went down the hill. Gray and I ran after.
Hell Is That Noise: The dzzp noise that Jack's curse makes as it comes down on him. Implied that only Snuff can hear it, or at least is aware of what it means.
Heroic Sacrifice: Larry Talbot wrestles Roberts into the Gateway, but is pulled through himself. Though it's worth noting that, due to his unique condition, Larry is the only one of the players besides possibly the Count who could really survive on the other side, and for that matter might even be able to do some damage.
In Vino Veritas: Quicklime gets Needle drunk to extract information from him.
The Game takes place in a year when the moon is full on Halloween night. The preceding new moon is also a significant marker; certain things may only be done before the new moon, and others only after.
The full moon is also the only time Larry hasn't been able to retain control over himself as a werewolf.
Magic Wand: Two of them, a matched and opposing pair.
Never Found the Body: Near the end of the story, the Good Doctor's house burns down; no bodies are found in the ruins, and nobody is sure whether the Good Doctor and his hunchbacked assistant died or got away. All of which is par for the course for the Good Doctor.
Noodle Incident: A previous Game apparently got Snuff into a scuffle with voodoo zombies. Mention is also made of a Game where the Closers won by default because everyone gave up and went home before the month was over, and another where the Closers won by default because nobody was able to find the correct ritual site (Everyone met for dinner the next night, had a good laugh, and went their separate ways).
Orifice Evacuation/Orifice Invasion: Quicklime the snake lives part-time in Rastov's stomach, entering and exiting via his master's mouth. Subverted in that they're both apparently okay with this (!).
Perpetual Storm: There's a non-stop thunderstorm that lingers perpetually over the farmhouse where the Good Doctor lives. It finally breaks on the morning after his place burns down, leaving the immediate vicinity awash in mud for days to follow.
Pink Elephants: Discussed. Quicklime remarks at one point that he keeps out of the way of people with hangovers because he's been told it's bad for people in that condition to be seeing snakes, though he's never understood why.
Red Eyes, Take Warning: Arguable whether Jack gets actual "red eyes" or just the glint of a killer when his curse comes upon him. ("The light came into his eyes") Either way, the Slasher Smile alone should give you pause.
Shadow Pin: Owen binds Cheeter to be his familar by nailing his shadow to the wall with silver pins.
Shapeshifting Seducer: The Thing in the Circle, one of various eldritch Things that Jack and Snuff are set to guard over, tries this on Snuff without success. Apparently it never quite gets the smell right.
Silver Bullet: For werewolves. Roberts casts some out of the church silverware to prevent Larry Talbot interfering with his human sacrifice.
Sinister Minister: Vicar Roberts appears at first to be a fairly normal priest with perhaps a slightly overzealous reaction to the strange new people in the neighborhood. He turns out to be secretly a cult leader, a practicioner of human sacrifice, and all round the nastiest of the book's villains.
Slasher Smile: As Jack, with his curse fully upon him, is rescuing Snuff from some people about to kill him.
Stolen MacGuffin Reveal: Played with. Bubo attempts one of these, switching the key MacGuffins so that when the Openers attempt to open the gate they'll actually be closing it. He didn't count on the Closers gaining the upper hand, and they nearly open the gate, attempting to close it, before he explains what he's done.
And he proceeded to tell me the story of how a number of the proper people are attracted to the proper place in the proper year on a night in the lonesome October when the moon shines full on Halloween...
What Happened to the Mouse?: It's unclear what happens to Nightwind or Tekela during the final chapter, or whether Needle was present for the ceremony at all.
Wicked Stepmother: Gender-flipped version. Lynette's stepfather is a priest of Nyarlathotep, and plans to sacrifice his stepdaughter to acquire supernatural power.
Vampire Invitation: Discussed when Needle the bat is being hunted and asks Snuff for sanctuary.
Villain Protagonist: He doesn't act like one, but the reader is rooting for Jack the Ripper to save the world. In a different sense, much of the book is spent trying to figure out who is on which side, and there are some surprises before the end. Someone the reader thinks is a hero may turn out to be a villain or vice versa. In the final analysis, all named Closers are more or less traditional antagonists.
Villainy Discretion Shot: Jack, as a sympathetic protagonist, is never shown doing any of the things Jack the Ripper is infamous for. There are mentions of occasional trips in to London, and elsewhere mentions of a series of murders that has London police roused, but the two are never explicitly connected or shown in detail. There is one scene in which Jack stalks a woman through the dark streets of London, but it's a fake-out: he turns out to be after something she's carrying, and nobody is harmed.
Virgin Sacrifice: Lynette is intended as one, but is rescued by the Great Detective, with the assistance of Snuff and Larry.
Weather Dissonance: There are always storm clouds hanging over the Good Doctor's house, whatever the weather elsewhere.
At midnight each night, Snuff gains the power of human speech for an hour, and is thereby able to discuss the doings of the day with Jack. (It's later clarified that this is the case with all the Players and their familiars.)
The final showdown begins at midnight on Halloween.
Would Not Shoot a Civilian: Not only humans. Familiars tell normal critters to stay the hell away and some are outraged when mundane animals—who were actually called "civilians"—catch fallout from the Game, such as crossbow bolts.