Monday, October 27, 2025

The Coming Storm - First Game of Devilry Afoot

    Mid-game view of our first Devilry Afoot game - you can see the circles of lantern light vs. shadows
For weeks, tribal drumming at night was heard from a nearby hill by the residents of Franklinton, a new settlement in the Ohio Territory. As the drumming built to a crescendo, each night storms of deep rolling thunder would roll in. Their thunder matched the drums' bass pulsation. Unnatural flickering lighting in brilliant colors would illuminate the night. Worried by the storms' growing intensity, the Marib and Enoch Domigan called together a meeting of their secret society of supernatural hunters. Something had to be done. Each storm was more violent than the last, and in the morning, livestock would often be found ripped apart. The Monsignor, visiting from the north, agreed and said the storms would only get worse until the town was torn apart by nature -- and the Devil's -- fury.

    Board after setup with the stone altar on the hilltop in the center & hunters arriving on the edges
The next night, six hunters gathered as the witching hour began -- when the drumming would usually start. The co-founder of the Society, Marib Domigan, her friend Sarah Starling, lawyer Orris Parish, the Monsignor, scholar Jacob Shade, and the former Indian captive Jeremiah Armstrong each brought a trusted man so their number would equal 12 -- same as the Apostles of Christ. Marib also brought her faithful English bulldog, Henry, who feared no night shadows. His throaty growls answered both the drums and thunder as they pulsated through the night in unholy rhythm. For some reason, the dog's growls brought both courage to the hunters and a thrill of anticipation. The time had arrived for the Society to act. Franklinton would strike back at the devils that had besieged their village in recent weeks. For the missing hunters, for the strangely torn apart livestock, and for the fearful, godly folk of the Ohio Territory's newest settlement, they would seek out the enemy tonight and attempt to destroy it.

    Old Grubb carrying a lantern, illuminating him & Jeremiah Armstrong, while Old Sarge advances
Unbeknownst to the brave hunters from the Society, three shamans drummed and dance furiously on the Cursed Hill less than a mile away. They danced around a stone altar surrounded by a ring of oddly shaped stones. Guarding their backs were three fanatically devoted Delaware braves, stripped to the waist and painted for war. Occasionally the three warriors would hear the echo of a howl in the woods, far away. The braves knew that the medicine men were summoning not only the forces of nature to send against the trespassers, but also those from the spirit world. The braves also knew their tribal chiefs had instructed them not to follow the way preached by Tecumseh's brother, Tenskwatawa. All three felt Tenskwatawa was right, though. Only by summoning help from the spirit world would the tribes be powerful enough to drive the invaders away. The chiefs may have signed the Treaty of Greenville, but the braves believed its words did not bind the shamans nor the true believers of their religion. They would continue the fight and call upon the aid of the spirit world to regain the land that once theirs. 

    Advancing in the shadows, from left Jacob Shade, Marib Domigan & her dog Henry, and MacAfee
The society split into two groups to approach the cursed hill from different directions. Marib, her faithful servant MacAfee, and Henry padded silently through the trees. To their left, they saw the lantern glow of Mr. Shade and his man, Old Grub, as they advanced. Also illuminated by Old Grub's lantern were the young woodsman Jeremiah Armstrong, who had been kidnapped in his youth by Indians, and the gleaming halberd of his devoted, older friend nicknamed Old Sarge. As silently as they could, they moved forward, making out a ring of strange trees bare of any leaves, then the circle of stones, and finally the altar. Dark shapes cavorted around it.

    Shamans and Indian warriors on the hilltop react to the approach of the hunters from two sides
On the other side of the hill, Sarah Starling led a group that included her neighbor, John Huffman, village lawyer Orris Parish and his neighbor Arthur O'Harra, and dimly visible in the distance, the Monsignor. He was accompanied by Domigan family servant Hanby, who held aloft his lantern. These glowing yellow orbs of light alerted the shamans and Indian warriors to the approach of the society. Blue lightning crackled overhead, and suddenly, men and women were in motion all around the hill. One of the shamans strode purposefully down the hill towards Marib. The shadows seemed to make the masked Indian grow larger. At her side, Henry growled menacingly. MacAfee fired off a shot of his blunderbuss, but it appeared to miss. A crashing in the undergrowth to the shaman's right preceded a loud voice ringing through the woods. "Damn you, devil!" Old Sarge cursed as he charged. "This is for my cattle you and your demons have slaughtered!" The former Revolutionary War soldier swung his halberd, but it missed the shaman.

    Old Grubb charges a shaman stalking towards them, while Marib & her friends hurry to help
Suddenly, a flash and pistol shot boomed out from behind the shaman. The tongue of flame briefly illuminated Jacob Shade, who had crept behind the distracted shaman and fired upon him. The pistol ball took the shaman between the shoulders. His arms flew up, and he fell forward on his face and lay unmoving. "See you in Hell," Shade muttered. Soon, the woods were full of the flash and bang of musket and pistol shots. Lanterns waved wildly as the Indian braves fired at the advancing Society members, whose return fired crashed out in reply. Seeing his compatriot fall, one of the shamans raised his arms and screamed a long, ululating cry. Old Sarge's eyes grew wide and he turned and fell back through the trees. Seeing the society members wavering, the shaman dashed down the hill to his right towards Old Grubb's circle of light. Waiting for him, Jeremiah raised his musket and sighted down the barrel and whispered, "I see you, uncle, but I will not let you harm my friends." Another crash of musket fire. The shaman, who had just taken a swipe at Old Grub, missing, yelped as Jeremiah's musket ball struck him. 

    First shaman down! Scholar Jacob Shade sneaks behind him and fells him with a pistol shot
"Mother of God," Old Grubb gasped. Before his eyes, the shaman's form wavered and a towering buck stood in its place. The deer glanced once in Jeremiah's direction and then crashed away back up the hill, gathering speed as it raced past the stones. It stopped just outside of the circle of light thrown by Orris Parish's lantern. Realizing a real deer would be nowhere near the chaos on the hilltop, Parish fired his pistol into the deer's bulk. He then backed away slowly from the unnatural animal. 

    One shaman howls in response from the hilltop, causing some hunters to back off in fear
Not far away, one of the Indian braves charged down the hill towards Sarah, where she stood holding her lantern aloft. She held her dagger, pointing it at the Indian's painted face in her other hand. Feet pounded through the undergrowth and both Arthur O'Harra and John Huffman raced to her side. Furious fighting ensued, and soon the Indian brave lay dead at their feet. Sarah automatically reached for her medicine bag and began to kneel to check his wounds. "My lady," John said reaching out to her shoulder, "you can treat him later. For now, the fight is still afoot..." Sarah closed the flap and followed John and Arthur up the hill. 

    Wounded Indian warrior charges toward physician Sarah Starling as fights break out across the hill
On the other side of the hill, another Indian warrior was engaged in melee with Marib and Henry. Orris Parish raced to her aid, also, as the giant deer ran off. Blood was spilled amongst all the combatants, until finally the Indian lay dead at their feet. All across the hilltop, the Society's hunters were gaining the upper hand. Just then, a terrifying howl erupted from the woods behind Marib. A coyote skinwalker appeared at the end of the trees -- more than man height, covered in fur, and stalking erect on its hind legs. Several society members edge backwards. Indian shamans and warriors were one thing, but here was truly a demon from Hell! One man stood firm, though. Jacob Shade muttered a term in the tribal tongue, recognizing the form of the creature from one of his books on the supernatural. "Yee Naaldlooshii -- I do not fear you!" The creature turned its head and charged at Shade who slashed at it eyes with his dagger. The two fought, Shade pulling his reloaded pistol out and firing it. The skinwalker howled in pain. Shade grunted as one of its slashes drew blood from his shoulder.

    One of the shamans stalk towards Old Grubb as Jeremiah Armstrong prepares to fire at him
Old Grubb, seeing his young friend in danger, charged into the fray. He slashed wildly with his dagger as the lantern swung in his grasp. The flickering yellow light seemed to affect the skinwalker more than his dagger thrusts, though. The melee continued as thunder boomed out, again, and all could smell the approach of the rain on the gusting wind. All around the hilltop, the hunters of Franklinton had gained the upper hand. All three shamans and Indian braves lay motionless in the grass As they looked up to where Grubb and Shade fought with the nightmare coyote-man, the skies opened up. Drenching sheets of rain crashed down on the hilltop like a wave on the shore. Marib reached out to Henry who she could not see, though he stood next to her. She clutched his collar and shouted, "Home, Henry!" The dog began to tug her in the proper direction, downhill. She called out to MacAfee, reaching her hand out into the rain. She felt the Scotsman grab it, and fall into step beside her.

    Marib, Henry, & MacAfee close in on the hilltop guarded by an Indian brave with musket
Shade called to Grubb, whose lantern had become extinguished in the torrent of rain. He heard no answer, and warily felt around till he stumbled over a crumpled form at his feet. It was Grubb, curled into a ball and shuddering in pain. He looked around for the skinwalker, but no attack came. Apparently, the wounded horror had withdrawn into the trees. Shade scooped up his neighbor in his arms and began stumbling towards where he thought Franklinton lay. Unseen in the torrents of rain, the Society's other hunters did the same. 

    The Coyote Skinwalker has charged Shade at left, while Marib, Henry & a shaman melee in center
As the rain slowly let up, and the thunder rolled away into the distance, the society's hunters finally looked up. They could dimly see the outline of Franklinton's homes in the clouded moonlight. Sarah raced to her side, already unshouldering her medical bag. "Grubb...is he...?" Shade set him down, reassuring her that he was still alive. The young physician began treating his wounds. Others who had been injured walked over and stood, waiting for her attention, as well. The Monsignor arrived, and taking bandages from Sarah's pouch, began to treat those who were bleeding. After each wound he bandaged, the Catholic priest muttered in Latin, saying a blessing on it to help ensure the healing. 

    In a bloody melee, the final shaman falls to the combined blows of Marib, Henry, & Orris Parish
 "Marib...?" A voice called out from the direction of Franklinton. It was her brother Enoch, racing to the small group of hunters. "Mr. Culbertson and I kept an eye out on the town -- nothing approached. Is everyone okay?"

Marib nodded. "We have won. Sarah says Old Grubb will be fine, and the rest of us, myself included, will also survive our wounds. The Society has won, and driven the devil drummers from the Cursed Hill..."

    Shaman lies in the grass, felled by the Society, as Hanby & the Monsignor investigate the hill
We played our first game of Devilry Afoot last night. We had six players, each of whom controlled a character and a follower. Opposing them were three shamans (witches), three braves (outlaws), and one Coyote Skinwalker that would appear on turn 3. The board was the recommended 2'x2' square, but all six of my players felt it was a tad small for so many figures. I agreed, and will likely enlarge it to 3'x3' for the next game. I wasn't exactly sure how to balance out the forces of hunters and horrors. I decided to err on the side of caution and make the enemy force a bit weaker. I certainly succeeded in that, as only one Follower was taken out of action, Old Grubb, and none of the characters. All of the shamans and Indian braves were taken out of action. The skinwalker had taken two of its three wounds when Turn 5 arrived and the first roll to end the game was a "10," which brought the rain and closed the struggle. 

Although Devilry Afoot has "bounties" for each monster in the game, it does not have a corresponding points system for the players to balance things out. Each scenario lists a recommended number of characters to oppose the monsters in it, but I'm sure it will take some tweaking to figure out how to make a balanced game. The players learned the fairly simple rules easily enough. The only mistakes were things I forgot. I did not remember to do the Opportunity Attacks for the defender when the attacker misses until turn two or so. Once everyone knew about it, we remembered it easily enough. 

    Old Sarge helps Marib & Henry finish off an Indian warrior during the end stages of the game
I was disappointed that the shamans did not summon any woodland animals to their aid on their action rolls. There was only one attempt and it failed. All of those 28mm animals I painted up...haha! I did forget until about turn 2 that when a shaman flees or hides it changes into spirit animal form. I remembered it after that, though. All in all, things progressed easily enough. The game took only about two hours to play, despite having 12 chits in the bag for the hunter side (one for each of six characters and followers), and 5-8 for the monsters (the three for the skinwalker not being put in till turn 3). So, it moved along quickly enough.

My biggest question is if my decision to give each player a character AND a follower was truly necessary? I will ask my players about it. Would they have been fine controlling just one hunter -- their character? I was worried that they wouldn't get to do much with only one figure under their control. Unfortunately, one of my player's character and follower really didn't get a chance to do much. I think that was more a function of his starting location being fairly far away and also that the others polished off the bad guys before he could get in range to do much. If the players are willing to try it with no followers and just their main characters, I will do that for the second game.  

I think the Devilry Afoot combat and movement system works fine. The QRS I had designed helped players and myself adjudicate the shooting and combat quickly enough. I was worried about the randomness of the separate roll to wound, but I think it added a nice touch of uncertainty. The players picked up on how to use the 4" circle of lantern light to their advantage. Groups of characters and followers tended to cluster around the light, which not only made their activations a higher percentage of success, it also helped them in combat or shooting. Same with the player controlling Marib who had a dog. Dogs are a pain in the butt for the monsters, and Mike S used Henry the bulldog well. The stout old canine did suffer one wound, but will be back for more devil-hunting action next time!

I asked the players if they enjoyed the game enough for me to run it again, and they said yes (in varying degrees of enthusiasm). No one seemed to hate it, which is a good thing -- considering all the time I've spent painting up stuff for it! So, hopefully, stay tuned for more Devilry Afoot in Franklinton in 1797 Ohio...!

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 290
  • Miniatures painted in 2025: 254

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 53
  • Terrain painted in 2025: 61

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 136
  • Scatter painted in 2025: 201  

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