The Alexandrian

This scenario for Magical Kitties Save the Day is designed to be run in 20 minutes as an ultra-fast introduction to the game or as a fun micro-game for any occasion.

For players new to Magical Kitties Save the Day, you’ll want to prep a quick introduction to the system and give them a system cheat sheet. The scenario can be played with pregen characters, but character creation for Magical Kitties Save the Day is so quick and easy that you can easily include character creation in a short session.

If you’re comfortable with a little improvisation (or want to do a little extra prep), you can expand this to a 30-minute scenario by playing out the kitties discovering their missing human and tracking them to Dewberry Park.

THE PROBLEM

Pick whichever kitty’s Human is most likely to be kidnapped by an evil Witch. A young child is thematically most appropriate, but the following text can be easily adapted to the particulars of any given Human and their Problem:

Your Human disappeared while on their way home from school. You’ve been worried sick about them. After speaking with some squirrels over on the 7th Street, however, you’ve tracked them to a small copse of trees that lies on the far side of Dewberry Park.

The land sort of dips down back here. You’ve probably been down here dozens of times, but this time it’s different: Huddled into a little clearing near the center of the trees is a quaint little hut. It has a thatch roof and a chimney from which a thin stream of smoke is drifting out. A raven perches at the top of the roof.

THE WITCH’S HUT

A witch has kidnapped the kitty’s Human. This is her hut. The raven is her familiar and he’s looking for trouble; he’ll squawk and raise the alarm if he sees anyone approaching.

GETTING IN

  • There’s a door on the front of the hut and a shuttered window on the back wall.
  • Generally speaking, make it a Difficulty 4 task to get into the hut without being noticed. (Even on a failure, the kitties might still get in, but get noticed by the Witch or the raven.)

INSIDE

  • If not disturbed, the Witch is stirring a big, bubbling cauldron of some purple liquid.
  • Nearby, the kitty’s Human has been tied to a chair and gagged.
  • A fire is burning in the fireplace. There’s various shelves with books and animal skulls and cobwebs and everything else you’d expect a witch’s hut to have.

THE WITCH

  • Cute Defense: 4
  • Cunning Defense: 4
  • Fierce Defense: 5
  • Owie Limit: 3

Reactions:

  • Whack: Causes 1 Owie
  • Turn Into a Frog: The kitty’s Attributes are all reduced to 1 and they cannot use magical powers until turned back or the spell wears off (at the end of the scene). However, they do gain the Talents of “Jumping” and “Slippery.”
  • Other Hexes: The GM should improvise any other spells as appropriate.

THE WITCH WITHDRAWS

When the kitties have successfully thwarted the Witch’s schemes, the doors and windows on the hut slam shut and it grows four bird-like legs. The legs lift it high into the air and then the whole hut goes sprinting away. If appropriate, the Witch cries out with a hideous, cackling laugh, “I’ll be back, my little kitties!”

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