Saturday, 22 November 2025

Dungeon Larks...

Solo Pratchett Fun..

As previously mentioned, I've been working on some solo Heroquest stuff, and happily pottering along with my "Pratchett Witches" project/experiment.. 

I'm running through the original HQ quests manual in order, and it's clear that the witches (rightly?) don't like (or cope well with) actual fisticuffs unless they are able to play a card which gives them an element of surprise or manage to gang up on individual hostiles (hatpins, Nanny's boots and broomsticks - my House Rules allow for goodies and baddies to "swarm" an opponent under certain circs.).


For several quests they had meat-tank support (one of the extended Ogg clan, thanks to a lucky card) and a henchman crossbow (arrived due to a dungeon events card). However, the henchman only lasted a couple of quests before biting the dust, and the Ogg bod went down in the last quest but one.

However, they've just played the Castle of Mystery (the one with the random portals) and this really showed up their weaknesses when split up (which was good for the experiment, not good for the witches). I'd introduced a "card swap" as an Action for when a hand is unsuitable for the particular quest (no good having a great anti-undead hand when all the Big bad is throwing at you is Orcs & Goblins) and this helped, but as this has a limit (two cards swapped per Action, but you get a random pair back, so nothing is guaranteed) it's not overwhelmingly in the witches' favour.


It was an exciting, knife-edge game, but then, towards the end, it put me in a quandary when Granny W.  having randomly portaled solo straight into an ambush (three orcs and a mummy), failed to Headology them, and went down in a flurry of blows....

So, what to do....? Granny dead, or...? Hmmm...... 

Now, Granny, in her Character Deck has a "Death Avoidance" card - but this wasn't in her (by now depleted) hand. So I'm now thinking that the Characters might have a "Working Hand"  - for normal actions - and a one or two card "Back-up", which can never be swapped (in or out) to be used only in extremis (like otherwise getting slaughtered). 

But that - and any new mechanisms - would have to wait for a further game. I DID like the "in hand" and some card swapping ideas though. However, this would only really be fair for the senior (more powerful) witches - and I have plans to extend things for Tiffany Aching and more junior gals. 

For the game in question however, as I said, Granny didn't have access to her Death Avoidance" option, so I fudged (cheated) and allowed that the Big Boss had ordered the witches take alive, for taunting in his (non-Heroquest board) lair. Seems reasonable... Well, isn't THAT what they do in the narratives......?


Hence Granny - and all the hostiles on the board, plus randomised extras, all ended up teleported to the Lair to witness his victory...

That Nanny and Magrat (whom the portals had randomly dumped together in one of the main board rooms) got teleported there too when his guys did was NOT part of the evil plan, but....

There then followed a cracking Boss battle...

Granny had only two cards left - but got initiative and played a card (it inspired any companions, removing fear and enhancing their Mind-related throws). The Boss was next up - but his fireball was a squib - then Magrat; who did a bit of telekinesis; chucking one of his mummies at some of his other guys, causing damage. 


Nanny then cast a "light" spell; which blinded the Boss and a load of his guys for two turns (YAY!), and freaked out all of his undead, causing them to run; so that Granny, next move, while he and his lads were staggering about blinded (with him blundering into a kick from Magrat), was able to hobble away out of the danger zone. 

Then, while the Boss was still blinded, Nanny dropped a card which challenged him to a Mind Fight...

He was temporarily reduced in Mind power due to being blinded and she had been increased because of Granny's card (still in play), so she waltzed the fight; he lost ALL magical powers, and bottled it... 


While he and his minions fled the scene the ladies made off to safety...

OK, they'd failed the actual quest (left the Fools Gold behind) but tomorrow is another day..

Great fun - and the narrative made sense; without me cheating overmuch...

In the revisit the Witches were much more successful (i.e. lucky with the portal dice) and managed to in, grab the maguffin, and get out with just a few cuts and bruises. 

This system has definitely got legs...

Designing the cards has eaten up a LOT of gaming time, but with my usual mix of dice-led decisions and card use, and Heroquest's simple rules, this is proving to be a LOT of fun, so I feel it's paid off....

Once I get this project done and dusted I want to run a 6mm 1930s NWF mini campaign over the winter, maybe even roping in a couple of volunteer generals for things, and fighting the actual battles/skirmishes solo. We shall see..

As always, all comments and queries welcomed and answered.

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Dungeon Larks...

Solo Pratchett Fun.. As  previously mentioned, I've been working on some solo Heroquest stuff, and happily pottering along with my ...