Devilry Afoot: Samhain 1625 - The Trials of Farmer Job
Mark sends another missive from the East!
Farmer Job
Goodman, Sadist, Devout, Penitent
Flintlock musket 22s, Lantern 3s
25s: spends 25s
Bottom*
Goodman, Lustful, Lone wolf, Swift
Lantern. Adds Blunderbuss 16s
3 Exp. 29s: spends 16s
Stitch
Goodman, Slovenly, Devout, Strong
Sword 6s, Spontoon 6s, Dog 12s
24s: spends 24s
Ketuvim Farm, being close to the Cottesmore shooting drives, is plagued by birds fleeing from Sir Thomas’s shooting parties at this time of the year and damaging the standing crops. So Farmer Job earns some extra income by allowing a few trusted acquaintances to shoot discreetly on his farm. He has an understanding with the Cottesmore gamekeeper. This year two keen hunters are visiting for a shooting holiday.
Rev John Hatte*
Religious, Slovenly, Astrologer (05, 08)
Holy item. Adds Holy water 3s, Flintlock musket 22s
2 Exp. 40+25s: spends 25s
So it was that on All Hallows Eve Farmer Job, and his farmhands and visitors, prepared for the onslaught of the Devil’s minions they were sure was coming. And they were not wrong. A marauding party of six Ghouls (from Nottinghamshire, it seems) had been lurking in the neighbourhood of the farm for several days, and were ready to attack.
Turn 1
The chit pull sequence was: GHGHGHHH (Ghouls, Hunters)
The Ghouls came into the Farm through the gap in the hedge on the W side. All stalked forwards but one, who hid under the trees. On their 2nd activation, all continued stalking towards the hunters, who they cannot see yet (not in LOS) but can sense.
Rev Hatte was the first Hunter to activate. He sprinkled holy water over all the party including himself, then moved forward to the rear of the wagon. Then Bottom moved up to the front corner of the wagon and doused his lantern, getting ready to shoot.
On their 3rd activation the Ghouls split into two groups. The frontmost pair, within 6” of Hatte, attacked towards him, ending close but not in contact. The other four kept stalking towards Bottom, the next closest Hunter (Photo #3).
The last three hunters activated: Stitch and his dog moved towards Rev Hatte but only had one AP. Makepeace, also only 1AP, moved up toward Bottom. Farmer Job went last, with two activations, moved up to the wagon and clambered aboard.
Turn 2
The chit pull sequence was: HGGGHHH
Rev Hatte was again to the fore. Only 1AP though. Taking a deep breath, he shouted an apposite Scriptural verse at the nearest Ghoul. And it fled, ending in the shadows of the stone barn. But right behind that Ghoul was another, and it attacked Hatte, but the attack failed to hit. The larger Ghoul group also attacked, two contacting Makepeace, one contacting Bottom, and the other moving towards Farmer Job on the wagon but unable to reach him. The Ghoul who fled stalked forward again.
In the ensuing fights, Hatte and Bottom each took 1W, but Makepeace took 3W and is OOA. The Ghoul that did the damage starts to cannibalise him (Photo #4).
The Ghouls pressed their attacks. The Ghoul fighting Rev Hatte must have been burned by the holy water as it fled into the shadows of the barn. Hatte opportunity attacked, but missed. The Ghouls that had been heading for Farmer Job in the wagon instead moved along the side to keep up the attack on Hatte, but failed to hit. The Ghoul attacking Bottom hit him but failed to wound. Bottom responded with an opportunity attack, also hitting but not causing any wound (Photo #5).
The rest of the Ghouls activated. The one that had attacked Makepeace (but not struck the fatal blow) now attacked Bottom, but failed to hit. The remaining two got Flee and Attack results but no further melee contact resulted.
The Ghouls pulled their third chit in a row. The one attacking Rev Hatte tried Intimidation, which affected all the Hunters, but they all stayed resolute and did not flee. Then the Ghoul attacking Bottom tried the same trick, and this time Farmer Job quailed and fled, jumping off the wagon. The Ghoul attacking Bottom from his side took up the shrieks, but again all stood firm except Farmer Brown who kept running. The Ghoul who had been feasting on Makepeace took up the cry, and this time Stitch turned and fled after the Farmer. The remaining Ghouls moved forward but could not make combat contact
Can the surviving hunters pull themselves together or will they be overrun by this surge of Evil?
Bottom focussed on taking a point blank shot at the Ghoul confronting him. He hit and gave the Ghoul 3W, it is dead. Lucky ? Or the Hand of God? Farmer Job, almost at the S edge of the farmyard, has stopped running, he doused his lantern and shot at one of the Ghouls dimly visible behind the wagon, but missed. Lastly, Stitch also stopped running, and turned and ran back towards the Ghoul near Rev Hatte, making a move&attack, dishing the monster 2W (Photo #6).
Turn 3
The chit pull sequence was: HHGGHGH
Bottom activated first, reloading his piece before any of the three Ghouls within reach of him could activate, and retreating towards Farmer Job. Then Stitch attacked with his Spontoon, but failed to hit the Ghoul again.
The Ghouls reacted. The one with 2W facing Stitch and Rev Hatte attacked Hatte, but failed to contact. The two closest to Bottom respectively fled into the shadow of the large thatched house, and attacked Bottom and gave him another W. The other two Ghouls attacked Stitch, but only one could reach him and its attack failed to hit.
The Ghouls drew another chit. The Ghoul attacking Bottom killed him (taking him to 5W, that is very dead) and began to feast on his body. The one in the shadows fled. The other three Ghouls are a tight mob facing Rev Hatte and Stitch, with room for only 2 to attack in the narrow gap between the wagon and the stone barn. One tried Intimidation again, but the hunters stood firm. And one Ghoul attacked each hunter, but both attacks failed to hit (Photo #7).
Now Rev Hatte attacks the 2W Ghoul, swinging his heavy musket butt like a club. It connects, and the Ghoul is dead with 3W.
The Ghouls pull their last chit for the turn. The one way over by the far hedge stalks forward again. The one feasting on the remains of Bottom continues doing so, as it must. The one in combat with Stitch turns to run and hide. Stitch oppo attacks as it turns away, causing 1W, and the monster flees into the shadows of the barn. But the other Ghoul at the rear rushes in to take its place, and gives Stitch 1W.
Farmer Job activates last with 1 success. He reloads his piece (Photo #8).
After three turns the Hunters have lost 2/5 members (Makepeace and Bottom), and the Ghouls have lost 2/6 (Red & Khaki, named for their “clothing” colours). Two Hunters and 1 Ghoul have 1W. I’d say Advantage Ghouls.
Turn 4
The chit pull sequence was: GHGHHG
The Ghouls continue their rampage. The one retrurning from the far side keeps coming forward. The one that has been eating Bottom charges towards Farmer Job but ends short. The Ghoul fighting Stitch tries some more Intimidation, but this has no effect on the valiant Hunters. The one hiding by the barn gets a flee reaction and ends up in the shadows of the green trees.
Farmer Job gets a double activation, and concentrates on his shot at the Blue Ghoul charging him. He hits, and causes 3W, blowing the Ghoul back to hell.
The Ghouls draw their 2nd chit. Stitches attacker attacks, hits, but 0W. Stitch does an opportunity response but misses. The returning Green Ghoul continued coming forwards to attack the Hunters. The Ghoul by the green trees also begins to come back.
Rev Hatte has a moment of panic as he fails both activation attempts. He does nothing. Stitch gets two successes and attacks the Ghoul to his front. And fails to hit.
Stitch’s Ghoul attacks, and also fails to hit. The incoming Green Ghoul attacks Rev Hatte, hitting him but causing 0W. Hatte oppo attacks in response, also missing. The third Ghoul continues coming back towards the action (Photo #9).
Turn 5
The chit pull sequence was: GHHHGG
So the Ghouls put in another effort to overcome the stubborn human defence. Stitch’s Brown Ghoul again fails to hit. The Green Ghoul attacks Rev Hatte again, but also fails to hit. The White Ghoul moves up but there is no room to attack.
Farmer Job reloads his piece. Stitch attacks, but fails to hit. Rev Hatte attacks again with his clubbed musket, and also fails to hit.
The Ghoul attacking Stitch tries to Intimidate again. It doesn’t work again. The Ghoul fighting Hatte hits but 0W. The opportunity response however, connects and gives the Ghoul 2W. The third Ghoul is stymied. It cannot come forward to attack, there is no room.
The Ghouls try yet again. Intimidation fails again. And the Ghoul attacking Rev Hatte fails again too (Photo #10).
Turn 6
The chit pull sequence was: HGGGHH
Rev Hatte gets a double activation. He concentrates on his clubbed musket attack. It hits, causing 1W which (as the Ghoul already has 2W) kills the monster.
The Ghoul that has been stuck in traffic charges in to attack Hatte. It hits, causing the Rev a 2nd W. The Ghoul attacking Stitch, perhaps seeing this, Flees, with 1W from the opportunity attack as it turns away. It ends up in the shadows of the stone barn.
The Ghouls go again. The attack on Rev Hatte fails again, as does the opportunity response. The Ghoul that fled re-emerges from the shadows.
And again. The Hatte attack does not connect. The other Ghoul attacks Stitch again, and misses completely.
Stitch double activates. He concentrates on his attack. It hits, 2W taking the Ghoul to 3W and dead. Lastly, Farmer Job activates with two successes and heads for the action (Photo #11).
Turn 7
The chit pull sequence was: H
Farmer Job shoots a concentrated shot at the last Ghoul. It’s in base contact with Rev Hatte, but Brown is real close and the angles are OK so I ruled there was no chance of accidentally hitting the Rev. Brown hit, causing 3W, and the last Ghoul is blown to bits (Photo #12).
So Farmer Job and his party have eliminated the whole Ghoul incursion. But Makepeace and Bottom are OOA, and Rev Hatte (2W) and Stitch (1W) are hurt. How will they fare? It turned out that Rev Hatte and Stitch made full recoveries. But Bottom died ( in fact was torn to pieces by the feeding Ghoul) while Makepeace recovered but with horrific scars from where the Ghoul tore strips off him for its cannibal snack.
All the five surviving hunters share a total bounty of 120s for destroying 6 Ghouls, so that’s 24s each for their purses. They also each gain +2 Experience points for taking part in a successful hunt. And for actually striking killing blows, Farmer Job & Rev Hatte additionally each get 2 Exp and Stitch gets 1 Exp. The sixth point goes posthumously to Bottom.
Cheers from Pattaya
Mark
*****
I’ve only been
playing Devilry Afoot (including playtesting) since January 2024, and I find
myself returning to a scenario where the forces of darkness choose a lonely
farm as their target. Not sure why … but it has happened again. Here’s a view
of Ketuvim Farm yard , where the action will take place this time (Photo #1)
Farmer Job
leases Ketuvim farm, somewhere in Rutlandshire, on land owned by the Cottesmore
Estate (Sir Thos Bertram Bt, who we have met before). As All Hallows Eve draws
closer this year, some disquieting events are cause for worry and extra nightly
prayers. A foul smell is in the early-morning air in some low-lying areas. Two
sheep have disappeared one morning, and the rest of the flock are obviously
nervous.
Job and his
farm workers are God-fearing folk (outwardly, at least). Here are their details:
Goodman, Sadist, Devout, Penitent
Flintlock musket 22s, Lantern 3s
25s: spends 25s
Bottom*
Goodman, Lustful, Lone wolf, Swift
Lantern. Adds Blunderbuss 16s
3 Exp. 29s: spends 16s
Stitch
Goodman, Slovenly, Devout, Strong
Sword 6s, Spontoon 6s, Dog 12s
24s: spends 24s
Ketuvim Farm, being close to the Cottesmore shooting drives, is plagued by birds fleeing from Sir Thomas’s shooting parties at this time of the year and damaging the standing crops. So Farmer Job earns some extra income by allowing a few trusted acquaintances to shoot discreetly on his farm. He has an understanding with the Cottesmore gamekeeper. This year two keen hunters are visiting for a shooting holiday.
Rev John Hatte*
Religious, Slovenly, Astrologer (05, 08)
Holy item. Adds Holy water 3s, Flintlock musket 22s
2 Exp. 40+25s: spends 25s
Will Makepeace*
Soldier, Sadist, Gallant
3 Exp. 25+21s: spends 22s
Sword. Adds flintlock musket 22s
* These are recurring characters whose progression I am tracking, and have been statted and equipped in line with their previous experiences and outcomes.
And here’s a line up of the characters, from L to R as listed above. The yellow tokens are lanterns (Photo #2).
Soldier, Sadist, Gallant
3 Exp. 25+21s: spends 22s
Sword. Adds flintlock musket 22s
* These are recurring characters whose progression I am tracking, and have been statted and equipped in line with their previous experiences and outcomes.
And here’s a line up of the characters, from L to R as listed above. The yellow tokens are lanterns (Photo #2).
So it was that on All Hallows Eve Farmer Job, and his farmhands and visitors, prepared for the onslaught of the Devil’s minions they were sure was coming. And they were not wrong. A marauding party of six Ghouls (from Nottinghamshire, it seems) had been lurking in the neighbourhood of the farm for several days, and were ready to attack.
Turn 1
The chit pull sequence was: GHGHGHHH (Ghouls, Hunters)
The Ghouls came into the Farm through the gap in the hedge on the W side. All stalked forwards but one, who hid under the trees. On their 2nd activation, all continued stalking towards the hunters, who they cannot see yet (not in LOS) but can sense.
Rev Hatte was the first Hunter to activate. He sprinkled holy water over all the party including himself, then moved forward to the rear of the wagon. Then Bottom moved up to the front corner of the wagon and doused his lantern, getting ready to shoot.
On their 3rd activation the Ghouls split into two groups. The frontmost pair, within 6” of Hatte, attacked towards him, ending close but not in contact. The other four kept stalking towards Bottom, the next closest Hunter (Photo #3).
The last three hunters activated: Stitch and his dog moved towards Rev Hatte but only had one AP. Makepeace, also only 1AP, moved up toward Bottom. Farmer Job went last, with two activations, moved up to the wagon and clambered aboard.
Turn 2
The chit pull sequence was: HGGGHHH
Rev Hatte was again to the fore. Only 1AP though. Taking a deep breath, he shouted an apposite Scriptural verse at the nearest Ghoul. And it fled, ending in the shadows of the stone barn. But right behind that Ghoul was another, and it attacked Hatte, but the attack failed to hit. The larger Ghoul group also attacked, two contacting Makepeace, one contacting Bottom, and the other moving towards Farmer Job on the wagon but unable to reach him. The Ghoul who fled stalked forward again.
In the ensuing fights, Hatte and Bottom each took 1W, but Makepeace took 3W and is OOA. The Ghoul that did the damage starts to cannibalise him (Photo #4).
The Ghouls pressed their attacks. The Ghoul fighting Rev Hatte must have been burned by the holy water as it fled into the shadows of the barn. Hatte opportunity attacked, but missed. The Ghouls that had been heading for Farmer Job in the wagon instead moved along the side to keep up the attack on Hatte, but failed to hit. The Ghoul attacking Bottom hit him but failed to wound. Bottom responded with an opportunity attack, also hitting but not causing any wound (Photo #5).
The rest of the Ghouls activated. The one that had attacked Makepeace (but not struck the fatal blow) now attacked Bottom, but failed to hit. The remaining two got Flee and Attack results but no further melee contact resulted.
The Ghouls pulled their third chit in a row. The one attacking Rev Hatte tried Intimidation, which affected all the Hunters, but they all stayed resolute and did not flee. Then the Ghoul attacking Bottom tried the same trick, and this time Farmer Job quailed and fled, jumping off the wagon. The Ghoul attacking Bottom from his side took up the shrieks, but again all stood firm except Farmer Brown who kept running. The Ghoul who had been feasting on Makepeace took up the cry, and this time Stitch turned and fled after the Farmer. The remaining Ghouls moved forward but could not make combat contact
Can the surviving hunters pull themselves together or will they be overrun by this surge of Evil?
Bottom focussed on taking a point blank shot at the Ghoul confronting him. He hit and gave the Ghoul 3W, it is dead. Lucky ? Or the Hand of God? Farmer Job, almost at the S edge of the farmyard, has stopped running, he doused his lantern and shot at one of the Ghouls dimly visible behind the wagon, but missed. Lastly, Stitch also stopped running, and turned and ran back towards the Ghoul near Rev Hatte, making a move&attack, dishing the monster 2W (Photo #6).
Turn 3
The chit pull sequence was: HHGGHGH
Bottom activated first, reloading his piece before any of the three Ghouls within reach of him could activate, and retreating towards Farmer Job. Then Stitch attacked with his Spontoon, but failed to hit the Ghoul again.
The Ghouls reacted. The one with 2W facing Stitch and Rev Hatte attacked Hatte, but failed to contact. The two closest to Bottom respectively fled into the shadow of the large thatched house, and attacked Bottom and gave him another W. The other two Ghouls attacked Stitch, but only one could reach him and its attack failed to hit.
The Ghouls drew another chit. The Ghoul attacking Bottom killed him (taking him to 5W, that is very dead) and began to feast on his body. The one in the shadows fled. The other three Ghouls are a tight mob facing Rev Hatte and Stitch, with room for only 2 to attack in the narrow gap between the wagon and the stone barn. One tried Intimidation again, but the hunters stood firm. And one Ghoul attacked each hunter, but both attacks failed to hit (Photo #7).
The Ghouls pull their last chit for the turn. The one way over by the far hedge stalks forward again. The one feasting on the remains of Bottom continues doing so, as it must. The one in combat with Stitch turns to run and hide. Stitch oppo attacks as it turns away, causing 1W, and the monster flees into the shadows of the barn. But the other Ghoul at the rear rushes in to take its place, and gives Stitch 1W.
Farmer Job activates last with 1 success. He reloads his piece (Photo #8).
After three turns the Hunters have lost 2/5 members (Makepeace and Bottom), and the Ghouls have lost 2/6 (Red & Khaki, named for their “clothing” colours). Two Hunters and 1 Ghoul have 1W. I’d say Advantage Ghouls.
Turn 4
The chit pull sequence was: GHGHHG
The Ghouls continue their rampage. The one retrurning from the far side keeps coming forward. The one that has been eating Bottom charges towards Farmer Job but ends short. The Ghoul fighting Stitch tries some more Intimidation, but this has no effect on the valiant Hunters. The one hiding by the barn gets a flee reaction and ends up in the shadows of the green trees.
Farmer Job gets a double activation, and concentrates on his shot at the Blue Ghoul charging him. He hits, and causes 3W, blowing the Ghoul back to hell.
The Ghouls draw their 2nd chit. Stitches attacker attacks, hits, but 0W. Stitch does an opportunity response but misses. The returning Green Ghoul continued coming forwards to attack the Hunters. The Ghoul by the green trees also begins to come back.
Rev Hatte has a moment of panic as he fails both activation attempts. He does nothing. Stitch gets two successes and attacks the Ghoul to his front. And fails to hit.
Stitch’s Ghoul attacks, and also fails to hit. The incoming Green Ghoul attacks Rev Hatte, hitting him but causing 0W. Hatte oppo attacks in response, also missing. The third Ghoul continues coming back towards the action (Photo #9).
Turn 5
The chit pull sequence was: GHHHGG
So the Ghouls put in another effort to overcome the stubborn human defence. Stitch’s Brown Ghoul again fails to hit. The Green Ghoul attacks Rev Hatte again, but also fails to hit. The White Ghoul moves up but there is no room to attack.
Farmer Job reloads his piece. Stitch attacks, but fails to hit. Rev Hatte attacks again with his clubbed musket, and also fails to hit.
The Ghoul attacking Stitch tries to Intimidate again. It doesn’t work again. The Ghoul fighting Hatte hits but 0W. The opportunity response however, connects and gives the Ghoul 2W. The third Ghoul is stymied. It cannot come forward to attack, there is no room.
The Ghouls try yet again. Intimidation fails again. And the Ghoul attacking Rev Hatte fails again too (Photo #10).
Turn 6
The chit pull sequence was: HGGGHH
Rev Hatte gets a double activation. He concentrates on his clubbed musket attack. It hits, causing 1W which (as the Ghoul already has 2W) kills the monster.
The Ghoul that has been stuck in traffic charges in to attack Hatte. It hits, causing the Rev a 2nd W. The Ghoul attacking Stitch, perhaps seeing this, Flees, with 1W from the opportunity attack as it turns away. It ends up in the shadows of the stone barn.
The Ghouls go again. The attack on Rev Hatte fails again, as does the opportunity response. The Ghoul that fled re-emerges from the shadows.
And again. The Hatte attack does not connect. The other Ghoul attacks Stitch again, and misses completely.
Stitch double activates. He concentrates on his attack. It hits, 2W taking the Ghoul to 3W and dead. Lastly, Farmer Job activates with two successes and heads for the action (Photo #11).
Turn 7
The chit pull sequence was: H
Farmer Job shoots a concentrated shot at the last Ghoul. It’s in base contact with Rev Hatte, but Brown is real close and the angles are OK so I ruled there was no chance of accidentally hitting the Rev. Brown hit, causing 3W, and the last Ghoul is blown to bits (Photo #12).
So Farmer Job and his party have eliminated the whole Ghoul incursion. But Makepeace and Bottom are OOA, and Rev Hatte (2W) and Stitch (1W) are hurt. How will they fare? It turned out that Rev Hatte and Stitch made full recoveries. But Bottom died ( in fact was torn to pieces by the feeding Ghoul) while Makepeace recovered but with horrific scars from where the Ghoul tore strips off him for its cannibal snack.
All the five surviving hunters share a total bounty of 120s for destroying 6 Ghouls, so that’s 24s each for their purses. They also each gain +2 Experience points for taking part in a successful hunt. And for actually striking killing blows, Farmer Job & Rev Hatte additionally each get 2 Exp and Stitch gets 1 Exp. The sixth point goes posthumously to Bottom.
Cheers from Pattaya
Mark












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