 |
| Halloween horror - residents of frontier Franklinton, Ohio, battle supernatural creatures |
It had actually been since last Halloween that I ran my
first game of Devilry Afoot for the
Sunday Night gamers. I had been meaning to get back to it at some point in the intervening 12 months, but other projects kept claiming my attention. The arrival of Halloween forced my hand, and I set up a scenario based on one from the rulebook, and let the players know we'd be returning to the early settlement of Franklinton, late 1700s, in the Ohio Territory.
 |
| Six brave Hunters of the supernatural enjoy treats on Halloween as well Devilry Afoot's tricks |
Fortunately, it uses many of the same mechanics as
Ilium: A Game of Heroes, which we'd played a few times recently. One major difference is characters must roll to activate rather than being automatically given two activations like in the Trojan War game. Also, Devilry Afoot is a cooperative game. The players take on the role of monster hunters, tracking down and trying to dispatch supernatural (or human) foes. Each of my players would control a Character and a Follower, so there would be 12 hunters on the table -- unless you count Marib Domigan's faithful bulldog, Henry, in which case there are 13!
 |
| Sarah Starling & John Huffman arrive on the board edge while Old Sarge & Jeremiah forge ahead |
The scenario is called Lost in the Woods. It features a group of children (called "Innocents" in the rules) in the center of the table who the players must rescue and escort off their table edge back to their homes in Franklinton. Stalking the children (and Hunters) would be two animated scarecrows (Bogeymen) and four Skinwalkers (Indian shamans who have become trapped in the form of their spirit animal). In our first game, the ratio of monsters I used for the players seemed insufficient, and the players had a relatively easy time of it. So, I raised the ante a bit, and increased the ratio slightly. Devilry Afoot does not have a point system to enable you to balance the scenarios, so you have to use your best judgement.
 |
| In the board's far corner, a Jogah (Pact Devil) & Skinwalker lurk, hoping to entice the kids forward |
Returning to the story of the new settlement on the Ohio frontier, the supernatural society formed by brother and sister pair Marib and Enoch Domigan had enjoyed several quiet months after the wild night of the storms. However, lately, parents in the town have been shaking their heads and talking about strange tales their children have been telling them. The boys and girls claim that a tiny old man has been tapping on their windows late at night, and asking them to come out and play. Marib and Enoch enlisted the aide of the tracker and hunter, Jeremiah Armstrong. Listening to their story, he shook his head and said one word, "Jogah." At the siblings' prompting, he elaborated. Jeremiah explained that the Iroquois tell stories of a tiny forest people -- about the size of children -- who play pranks on the tribesmen, but are dangerous to disrespect or annoy. He investigated the homes of the parents who'd complained about the tapping, and did see footprints of small moccasins or shoes, but could not tell if they belonged to children of the town or something else.
 |
| Animated by an Indian shaman's sorcery, a scarecrow (Bogeyman) shambles towards lantern lilght |
Marib and Enoch spread the word to all the families to warn their children not to go outside at night or respond to the tapping or whistling that some mentioned. Many of the parents laughed at such nonsense as a "little people" prowling the town at night. The siblings held a meeting of their society, though, and summoned the Monsignor down from French territory to attend, as well. The society agreed to set up nightly patrols roaming Franklinton's streets. One week after the patrols began, the night's calm was broken by screaming coming from several homes. Three children were missing from their beds! Jeremiah, musket in hand, followed the tracks of children and said they were headed towards the forest. Quickly, a search party of the supernatural hunters was formed and they set out in pursuit.
 |
| One of the four Skinwalkers stalks through the darkness towards the unaware lost boys & girl |
The Jogah would be what Devilry Afoot calls a Pact Devil. In this "Lost in the Woods" scenario, if any child comes in contact with the Jogah, they will be kidnapped and drawn away into the spirit world forever. In game terms, Innocents can be either "Unaware" of the dangers or "Aware." They begin Unaware and will move 4" each turn towards the Jogah. They become Aware only when a Character or Follower comes in contact with them, or they are within 6" of a monster (Scarecrows or Skinwalkers in this game). After that, when the Innocents chip is drawn from the turn sequence bag, they will flee 6" directly away from the monster. In Devilry Afoot, you place one chip in the bag for each player, and three each for the Scarecrows and Skinwalkers. When a monster's chip is drawn, all of that type activate by rolling on a chart to see what they will do. There is only one chip for the Innocents.
 |
| A Skinwalker howls, prowling through the enchanted mushroom grove - 'hungry grass' in the game |
The players arrived on the board edge while the monsters began within 6" of one of the other three board edges. Slowly, the Skinwalkers and the animated Scarecrows began stalking towards either the children in the center or the Hunters, whichever was closer. In fact, as each monster chip was drawn (and the Innocents' was not), we began to wonder if the Monsters would get within attacking range before the kids even moved! As luck would have it, when one Skinwalker was within Attacking range, it instead rolled to "Intimidate" for its action. The Coyote Skinwalker threw back its head and howled with a bloodcurdling scream. The children promptly bolted 6" away and out of the monster's reach.
 |
| Aware of their danger at last, the innocent town children begin to flee towards the players |
Two of the four Skinwalkers kept stalking the kids, but the Innocents' chip would be drawn just as they were getting close enough again to attack. The children continued to shriek and sprint away. Meanwhile, one of the scarecrows was stalking through the woods towards Marib Domigan and her Follower MacAfee. Henry's deep growls alerted the two to the magically animated creature's approach. They still gasped when they saw the fiend emerge from the dark shadows of the trees. On the other board edge, the Monsignor boldly pressed forward beyond the circle of illumination cast by Domigan servant Hanby's lantern, which he held aloft in a trembling hand. Yellow eyes tracked the Monsignor's movement, and one of the Skinwalkers soon charged forward and slashed with its claws at the Catholic priest. If anyone was nearby to see the Monsignor duck the deadly swipe, they would wonder how the older man could move so quickly. He bravely stood his ground, though, and quoted Bible scriptures at the creature. The Skinwalker held its clawed hands to its ears, howled ,and fled into the darkness. It soon returned, though, only to be driven off once again by the Monsignor quoting God's words, again.
 |
| Circles of light illuminate small patches of forest as the monster close in on Hunters & children |
Meanwhile, Jeremiah Armstrong waved the children towards him, calling to them with reassuring words. When they reached him, Jeremiah urged them to continue towards the lantern light, where village doctor Sarah Starling and her neighbor John Huffman waited to escort them to safety. Jeremiah turned as he heard the howls of a Skinwalker drawing near. In the Wyandot tongue, he admonished the creature, "I hear your pain, uncle, but your anger must not be taken out on these innocent babes." He raised his musket, sighted along the barrel at the yellow eyes reflecting in the lantern light, and fired. To Jeremiah's left, the voice of occultist Jacob Shade boomed into the night, "Yee Naaldooshi, we do not fear you. In our town, you will find only your death!"
 |
| Jeremiah calls to the children & instructs them to flee towards the safety of Sarah & John |
Two Skinwalkers roared at Shade's challenge and loped towards the top-hatted Shade and his servant, Old Grubb. Despite the fearsome look of the approaching creatures, Old Grubb's hand holding the lantern did not shake. He pulled his large knife from its sheath. Next to him, Shade sighted down the barrel of his long pistol, took in a breath, let half of it out, and squeezed the trigger. A howl of pain from one of the vicious looking creatures told him that his ball had struck true. The pair of creatures continued to charge towards the two Franklinton men, though. Behind them, a devilish shriek carried through the dark forest as the animated scarecrow charged Marib, MacAfee, and Henry. The dog's furious barking, along with the shouts of Marib and MacAfee rang out,adding to the chaos of the night.
 |
| Denied their easy prey, Skinwalkers howl in frustration & continue towards the Hunters |
Meanwhile, Sarah Starling and John Huffman embraced the terrified children. She looked them in their eyes and asked,
"Can you be brave?" Three frightened, tear-streaked faces nodded.
"Then run to Enoch. He will escort you to safety." Sarah shouted to Enoch Domigan, who began calling to the children to run to the sound of his voice.
"Go, children -- we need to help Mr. Shade. He looks like he's in trouble!" The children darted off, yelling for Enoch who returned their calls and waved his arms in the darkness.
"Let's go, John, Mr. Shade appears to be fighting two of those beasts at one time. I fear something awful may have happened to Old Grubb!"  |
| MacAfee fires off a shot from his blunderbuss at the hideous shape emerging from the gloom |
As the pair darted towards the wildly swinging circle of Grubb's lantern, they heard the voice of the Monsignor raised even higher as he rebuked the Skinwalker, raising his right hand and making the sign of the cross with it. Hanby raced to his side and slashed at the Skinwalker with his dagger. The Monsignor also pulled forth a gleaming dagger and plunged it towards the snarling form of the Skinwalker. Once again, the creature darted off, howling. They could hear it begin to circle them in the darkness.
"Have faith, young man," the Monsignor soothed.
"God in his infinite mercy will protect us from this demon of the New World!"  |
| Fearing no evil, the Monsignor & Hanby battle with a persistent Skinwalker within the circle of light |
Upon arriving, Sarah and John found both Mr. Shade and one of the Skinwalkers lying bleeding on the ground. Old Grubb had returned to his master's side and was slashing at the Skinwalker's eyes, hoping to drive it off. Huffman raced up to the Skinwalker, who did not hear his approach, and swung his musket with all his might. It cracked against the creature's head, which howled, staggering backwards. Huffman reversed the weapon, pulled back the hammer from half-cocked position, and fired. A blast of flame and the gunpowder's roar rang out. The Skinwalker tumbled to the grass, the black powder smoke drifting over its twitching form.
 |
| Monsters & supernatural hunters draw blood in the woods as howls add to the chaos of night |
Another musket shot rang out, as the reloaded Jermiah fired at the Skinwalker, again. After the shot, Old Sarge stepped in front of Jeremiah with his Revolutionary War spontoon raised to eye level, protecting the younger man from the creature's charge while he reloaded. Behind them, they heard Marib's clear voice raised in triumph as she skewered the scarecrow with her sword and watched it slump to the ground. Henry pounced in and tore off one of its straw-stuffed legs and shook it madly, his deep growls adding to the ruckus.
 |
| Occult researcher Jacob Shade & a Skinwalker have both fallen as the others battle desperately |
Sarah Starling's voice also rang out beneath the trees. "Mr. Shade is sorely wounded! And Grubb is beset! Help is needed here." Marib heard her friend Sarah's call, and responded that she and MacAfee were on their way. As John stepped to aid Grubb in his struggle with the wolf-like creature, Sarah bent to tend to look at Shade's wounds. She pulled a poultice from her pouch and wrapped around the worst of the bleeding slashes. She heard the man grunt in pain, and was thankful he was still alive. She'd feared the worst when she saw him motionless on the ground. As Marib and her companions raced up, the Skinwalker fled into the shadows again. As it disappeared, Grubb raced to Shade's side and assisted Sarah in tending him.
 |
| Though MacAfee is bleeding, the trio including stout Henry have defeated the animated scarecrow |
The society's Hunters called to each other through the woods and agreed to withdraw. The children had been saved, and it was their job to ensure the safety of the town -- not eradicate every demon of the forest. On one side, the Monsignor and Hanby slowly backed away, the priest calling out more admonitions from God upon the beast prowling in the darkness. They were joined by the lawyer Orris Parrish, pistol raised and pointing into the darkness. Not far from them, Sarge and Jeremiah, withdrew with spontoon and musket raised, each covering the other's movements. Arthur O'Hara raced up to join them, his musket raised to deter the creature's charge, as well. Meanwhile, Grubb and Sarah raised Shade to his feet, who grimaced, and allowed them to help him limp towards safety. They headed towards the village, guarded by John Huffman to their rear.
 |
| Old Sarge brandishes his Revolutionary War spontoon at a Skinwalker while Jeremaih reloads |
Once again, the players defeated their supernatural opponents, though it was a near thing with the Innocents. Twice, a Skinwalker had the children with Attack distance and twice it did not roll to "Attack." They continued to prowl after them, but it only took another move before they reached Jeremiah Armstrong, who would be able to protect them. Jacob Shade was taken out of action, but with Sarah Starling there to heal one wound back with her poultice, I ruled that he was alive and would be able to recover. Several other hunters took wounds. Two of the Skinwalkers were slain, as was one of the animated Scarecrows. All in all, a bit closer of a fight.
I reached out to my players to ensure they are enjoying the games. So far, none have given me an indication that they are not enjoying Devilry Afoot. I felt a little...unfulfilled (?), though, by how the game progressed. To me, it didn't seem like the players had a lot of choice in what they should do each time their turn came up. Maybe it was the scenario? Also, the pace seemed a little slow -- bu that could be the fault of 12 Hunters and 8 monsters all on the tabletop. Maybe I was expecting a more wide open skirmish? Either way, I didn't come away ecstatic about how the game unfolded. I'll quiz my players more to make sure they don't feel the same and are just being nice. If they want to keep playing, I will keep running it. The most important thing is THEY are having fun, and that I enjoy putting the games on. Stay tuned to see if more Devilry is Afoot!
MINIATURES Acquired vs. Painted Tally for 2026
- Miniatures acquired in 2026: 234
- Miniatures painted in 2026: 237
TERRAIN Acquired vs. Painted Tally for 2026
- Terrain acquired in 2026: 22
- Terrain painted in 2026: 48
SCATTER Acquired vs. Painted Tally for 2026
- Scatter acquired in 2026: 50
- Scatter painted in 2026: 75