Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Adventure Book

Download as pdf or txt
Download as pdf or txt
You are on page 1of 41
At a glance
Powered by AI
The book provides guidance for running adventures for the No Thank You, Evil! roleplaying game. It includes several sample adventures of varying difficulties that can be played in any order.

The book contains sample adventures for the No Thank You, Evil! roleplaying game. It provides guidance for the Guide on running the adventures and presents the structure and flow of a typical adventure.

The book has sections for introductions, running the game, several sample adventures of varying difficulties, player handouts, and credits/copyright information.

LET’S GO ON AN ADVENTURE!

CREDITS

Writers/Designers Shanna Germain and Monte Cook


Editor/Proofreader Ray Vallese
Graphic Designer Bear Weiter
Cover/Lead Artists Cathy Wilkins and Michael Startzman
Cartographer Michael Startzman

Artists
Michael Startzman, Tiffany Turrill, Cathy Wilkins, Dreamstime.com

© 2016 Monte Cook Games, LLC. No Thank You, Evil! and its logo are trademarks of
Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
characters and character names, and the distinctive likenesses thereof, are trademarks of
Monte Cook Games, LLC.

Printed in China

2
TABLE OF CONTENTS

Introduction page 4

Run the Game page 6

Lost in DragonSnot Falls page 14

Race Against Time page 23

The Curse of Adventure Kingdom page 29

Player Handouts page 37

3
INTRODUCTION

In No Thank You, Evil! an adventure is like a Most adventures in No Thank You, Evil! last
story that everyone takes part in. The Guide 30 to 60 minutes. A typical adventure looks like
starts the story and then asks the players, this:
“What do your characters do?” The players all
work together to solve the problem that the 1. A Call for Help
adventure presents. 2. Figure Out the Problem
Adventures have structures similar to stories, 3. Solve the Problem
with a beginning, a middle, and an end, but what 4. Celebrate!
happens along the way is up to the Guide, the
players, and the dice. A Call for Help
The adventures in this book can be played Think of this as the beginning of the story. It
in any order. However, they are presented from places the characters in time and space, and it
easiest to hardest, so if you’re new to the game, presents a dilemma or problem. The Guide gives
we recommend starting with the first adventure. the players the information they need about the
It offers more guidance for the Guide, and it’s world, the characters, and the situation.
easier for the players to successfully complete.

4
INTRODUCTION

Example: The characters receive a note telling Example: The characters could lure the jinxes
them that Prince Peter, who rules over a small out somehow and question them. They could
kingdom near the Whispering Woods, has sneak into the tower to see if the prince is
disappeared. No one has heard from him in there. They could storm the tower and fight the
days. His favorite unicorn is very worried about jinxes. Or any number of other solutions. Let’s
the prince. In fact, she’s the one who wrote the say they sneak into the tower. But one of the
note asking for help. jinxes catches them and puts them in a cage!
Now the characters must find a way to escape
Figure Out the Problem and rescue the prince. They make a key that
This is where the players take the information gets them out of the cage, and then they hear
they’ve been given and start to piece it together. the prince calling from a cage in another room.
What’s really going on? Who needs help? What They release the prince and fight their way out
are the facts of the situation? through the mad jinxes. Everyone’s safe and
sound!
Example: When did Prince Peter go missing?
Was there anyone who might have wanted to Celebrate!
take the prince prisoner? Who saw him last? This is the part where the players get to enjoy
The characters talk to the unicorn, who says their hard-earned success. Typically there
that she saw two wild jinxes steal him away. is a story event, like a party or some other
By talking to more people, the characters may celebration. The players almost always receive
discover that the jinxes have a tower not far rewards as well, such as coins, Fun, Treats, or
away where they keep prisoners for ransom. unusual items.

Solve the Problem Example: The prince and his favorite unicorn
Here the players really take action. They use are so happy about his rescue that they give
all of the information at hand to resolve the each character 2 coins, 1 Fun, and a special
situation. At this point, there are a number of crown that lets them teleport back to the
ways the players can go. kingdom anytime they want to.

Don’t be afraid to break an adventure into multiple parts. Having players create their
characters can be an adventure all its own. Try making characters ahead of time. Have
them draw pictures of their characters and companions. If the adventure begins with a
note or invitation, present that to the players the day before the adventure. This allows them to get
excited about the game and breaks the play experience into smaller chunks of time.

While running the game, it can be helpful to give players choices rather than asking open-ended
questions. Asking “What do you want to do now?” can be too wide open. A question like “Do you
want to sneak by the creature, try to fight it, or do something else?” lets players know what their
options are and gets them thinking about other creative ideas.

For more tips on running adventures, see the next chapter, Run the Game.

5
RUN THE GAME

Playing No Thank You, Evil! requires at least of the game! However, the Guide usually has a
two players. One of those must be the Guide. general sense of how things will progress.
The Guide’s role is to lead the game. They do The Guide doesn’t have a character. Instead,
this by helping players create their characters you control all the characters in the world
and follow the rules, and by being the storyteller. that aren’t run by the other players. So if the
Being the Guide might seem intimidating at players meet a grumpy goblin in the adventure,
first, but it’s actually pretty easy and can be you get to decide what it says or does. Most of
tons of fun. Your main job as the Guide is to help your characters will show up only briefly in an
the players have a fun experience. If you do, adventure. These are all the side characters, the
you’ll have a lot of fun, too. You don’t have to creatures, and the bad guys that try to stop the
know the rules perfectly. You don’t have to read players. You’ll want to have a sense of how these
this whole book. You don’t even have to create side characters in the story look, talk, and act.
your own adventures (although you can if you Most of the time, this will be straightforward.
want to). A scary monster acts like a scary monster,
All you have to do is guide the players into probably trying to eat the players. A kindly
creating their own story. witch probably acts kindly, unless the players
are mean to her, in which case she changes her
tune. That’s a big part of your job—deciding
Thinking Like a Guide how the world and the creatures and characters
A game of No Thank You, Evil! creates a story. in it react to what the players do.
The players are all characters in the story, but As the Guide, you have the opportunity to
the characters don’t know everything—there show the players the world and invite them in.
are always surprises and secrets. That’s why You know the world better than anyone else,
the game needs the Guide. The Guide is the and your descriptions will help them see the
person with all of the secrets. They know what land of Storia through your eyes. Using the five
the answer to the puzzle is, where the hidden senses to describe a place helps players get
treasure is located, and what types of creatures immersed. When the players enter the Monster
the characters will encounter. You might not Museum, tell them about squawks and squeaks
know everything, though, because often the and roars of creatures that fill the air. Describe
players will make choices or find solutions you the sweet honey scent that fills the air as they
weren’t expecting. That’s okay. That’s the fun near the Hive. Or the way that a lake is silent

If this is your first time being the Guide, you’ll probably find it easiest to run through
one of the adventures in this book. They offer lots of helpful tips and are great examples
of what No Thank You, Evil! adventures can look like. “Lost in DragonSnot Falls” in
particular is written with new players and Guides in mind. It walks you carefully through the
process of running a game and ensures that you have all of the information you need to feel
confident as the Guide.

6
RUN THE GAME

and as still as glass—until the very moment a But what if something doesn’t already have a
giant sea creature leaps up out of it, splashing Goal? You, as the Guide, get to give it one. Think
everyone with cold showers of water. Some of of Goals as a relative scale. Jumping over a 1-foot
these details are provided for you in the location wall is so easy that most people can do it, so it’s
write-ups. But you can make up the rest as you probably a Goal 1. Climbing over a 4-foot wall is
go, enticing the players to notice the details you tougher but not impossible, so it’s probably a 3
want them to. or 4. Climbing over a 20-foot wall is really, really
Your final job as a Guide is to keep the game hard, so it’s probably a 5 or 6. Climbing over a
moving, help the players interact with each 40-foot wall is so hard it’s almost impossible. That
other and with the story, and use the rules to would probably be a 7 or 8.
set boundaries and guide the story. Use the Goal chart as a reference, but don’t
get too caught up in whether you’ve chosen the
Using the Rules right Goal or not. The point is to give players
Setting Goals: Many of the creatures, a general sense of how difficult something is so
activities, and adventures already have Goal they can decide how to tackle it.
levels. For example, if a creature is level 3, If you have no idea what the Goal should be,
interacting with that creature in any way is just say it’s a Goal 3. Goal 3 is a good middle
a Goal 3. If a character wants to hit a level 3 ground between too easy and too hard.
guard with a sword, it’s a Tough action with a
Goal 3 (which you can just call a Goal 3 Tough). Sharing the Goal: Tell players, particularly
If the guard tries to hit a character with a new and young players, the Goal before they
sword, it’s a defend action with a Goal 3 (or a decide what to do for their action. This helps
defend Goal 3). If the characters want to deceive them make informed choices and tells them
the guard, sneak by the guard, or convince the what they need to roll. You might also remind
guard of something, those are all Goal 3s. them of their options for an action.

How Hard Is It?

GOAL
1 Easy Piece of cake.
2 Simple You got this.
3 Standard Pretty easy.
4 Demanding Kind of hard.
5 Difficult A bit harder.
6 Challenging Very hard.
7 Heroic You’ll be a legend!
8 Impossible Maybe no one’s ever done this before!

7
Example: As players advance, you may want to let them
figure out the Goal by the descriptive language
Guide: The troll that you use. Using the words that correspond to
guarding the the Goal chart gives them the clues they need to
bridge is level 4. figure out the Goal and feel smart. For example,
That means anything you want to do to him is a if you say “Climbing that wall is pretty easy,”
Goal 4. You could try to fight him, convince him players can probably figure out that it’s a Goal 3.
to let you cross, sneak by him, or anything else
you can think of. Try to Be Consistent
If the players climb to the roof of a building
Roberto: I want to sneak by him! chasing a bad guy on the run and you say the
Goal is 3, if they need to climb to that roof
Guide: Okay, that’s a Goal 4. You could use 1 again later, the Goal should still be 3. Now, if
Fast to lower the Goal by 1. Or someone could this situation occurs and you forgot what the
use 1 Awesome to Be Awesome—that would Goal was the last time, don’t fret. But try to be
also lower it by 1. consistent when you can. It makes the world of
the game seem more real and makes it easier
Roberto: I’ll use 1 Fast. for players to make smart choices.

Guide: That means you’ll need to roll a 3. Be Careful With Goal 7 and 8
Players can reach a Goal 7 only if they Try
Clara: I’ll use 1 Awesome and Be Awesome! Harder or if someone else helps them by Being
Awesome and they roll a 6. To reach a Goal
Guide: Great! Now you’ve lowered the Goal 8, they need both, and they still need to roll a
to 2. Roberto, tell me how you’ll sneak by, and 6. These are hard to do. Don’t use Goals 7 or
Clara, tell me how you’ll Be Awesome and help. 8 unless you’re ready to have the players fail.
Failing against really difficult challenges can be
Roberto: I’m going to take my shoes off and frustrating if it happens a lot, particularly for
crouch down real low. I’ll tiptoe by him. younger players. Sometimes, consider saying
something like, “That seems like it will be really
Clara: I’ll throw a rock into that bush over hard. Do you have any other ideas?” If the
there. That way, the troll won’t be looking at players still want to try it, let them.
Roberto.
Not Everything Needs a Roll
Guide: That sounds like a great plan. Roberto, If the Goal is 1, the player can’t fail. All they need
go ahead and roll. You need a 2 or higher. to roll is 1, and when they roll the die, it’s always
1 or higher. Now, sometimes it’s fun to just roll the
Roberto: I got a 4! die. It’s fun to succeed. This is particularly true for
younger players or those just learning the game.
Guide: You sneak on by and the troll doesn’t So there’s nothing wrong with letting players roll
even turn around. when the Goal is 1. However, rolling for everything
can be boring eventually. If a player wants to do
Roberto: I stick my tongue out at him as I go something that’s so simple that the Goal is 1, you
by! can just say that they succeed.

8
RUN THE GAME

In addition, if a player wants to do something and grateful and give the players a celebratory
so easy that most people never even think about dinner with their favorite foods.)
it, like walking into the next room, writing a How do you make these decisions? You just
letter, singing their favorite song, or playing with use your best guess. You think about what would
their dog, there should never be a roll. When a probably happen, and that’s what happens.
player says they do something like that, just say, Sometimes, you think about what would be the
“Okay, you do it.” most fun thing to happen, and that’s what happens.
If the player is trying to capture all the guinea pigs
Use Your Best Guess that got loose from a cage and they put out some
The real trick to being a good Guide is being guinea pig treats, you have to decide if the little
able to decide what happens next. In other critters all come to get a treat. You might decide
words, a player says they want to do something, they do. This is fine, and it rewards the player for
and you figure out the result of that action. thinking of the idea. It also moves things along so
If a player knocks over a big jar of pickles in the game doesn’t drag out. However, you might
the grocery store, you decide how the store also decide that one of the guinea pigs doesn’t
manager reacts. (He’s probably angry.) If a like that kind of treat and the players have to
player plugs the leaky bathtub with a big wad find another way to capture that one little guy.
of pizza dough, you decide if that stops the Because maybe capturing guinea pigs running
leak. (It probably does, at least for a while.) If amok is fun, and there’s plenty of time left before
the players defeat the ogre that’s been stealing the players have to wrap up the game.
food throughout the town, you decide how the It’s up to you. But don’t worry. It will make
townspeople react. (They’re probably happy sense when you’re in the middle of it all.

9
Creating Your Solve the Problem is where the players
Own Adventures really take action. Here, they use all of the
Although No Thank You, Evil! includes plenty information at hand to solve the situation. This
of adventures, you can also create your own. might be where they fight the monster, rescue
Using the creatures, the characters, and all the the stranded kitty, or build the rocket car that
interesting places, people, and events described will get them back home. This is where the
in the game books, you can imagine all sorts of Guide needs to have creature levels, Goals for
different adventures for the players to have. things the players might try, and any similar
information ready to go. This is the most
Four Parts of an Adventure important part of the story.
Most adventures should last 30 to 60 minutes. A
typical adventure has four parts. When creating Celebrate! is where players enjoy their hard-
your adventure, think about and plan for these earned success. They might get rewards if they
four parts. helped someone during the adventure. Again,
this is a good thing for the Guide to prepare
1. A Call for Help ahead of time.
2. Figure Out the Problem
3. Solve the Problem Preparing Ahead of Time
4. Celebrate! To make all of this work, you might want to
draw a map so you know where the players
A Call for Help is the beginning of the story. need to go, or take notes ahead of time in a
This is where you present the dilemma or notebook so you can remember the names of all
problem the players have to deal with. You also the characters and creatures involved.
set the stage by telling the players where they Your notes might also contain ideas for how
are when things start off. This is often in their you think things will go. For example, if the
bedroom. The Guide should present as much players need to win a pizza-baking contest,
information about the world, the characters, you might figure that first they’ll go looking for
and the situation as the players need to get all the magic ingredients. Then they’ll take the
started and know what to do next. But don’t ingredients to a kitchen and put them in the
bog things down in too many details if you can oven. When the pizza is done baking, they’ll race
help it. Instead, try to get to the action! to the contest and serve it to the judges. But you
know that an evil pizza cook will try to put awful
Figure Out the Problem is the next step. This ingredients on their pizza while it bakes unless
is where characters take the information they’ve they stop him. So your notes mention that and
been presented with and start to piece it together. give the evil pizza cook a level.
What’s really going on? Who needs help? What However, you don’t want to prepare too much
are the facts of the situation? This might involve because if the players decide to do something
the players going to talk with people or search a different, you’ll be disappointed. There aren’t any
location to get information. This can be a fun and right or wrong answers in this game, and players
interesting part, particularly if they have to do need to be free to decide their own actions. For
something out of the ordinary to find out what they example, maybe they have a friend in another
need to know. If the secret to stopping the bad guys part of Storia who owes them a favor and has
is on a spaceship about to blast off, the players will her own pizza oven. Maybe they decide to go to
have to race to get to it before it is long gone! the grocery store and buy a frozen pizza. Maybe

10
RUN THE GAME

they try to ruin the evil cook’s pizza while it’s without going on too long. And hopefully most of
baking. There are too many possibilities for you the time things will move much quicker than that.
to prepare for them all. Instead, just be ready to Using a timer can also be a good way to invite
see what the players want to do and then work quieter and shyer players to get more involved.
with them to create a fun story. Having space that is “just for them” means
they’re more likely to talk and get engaged.

Guiding Players Focusing the Options


It’s the Guide’s responsibility to keep the game Sometimes, it’s a good idea to not just ask a
moving forward, provide space for each of the player what she does, but give her some options.
players to shine, and help them stay focused If she’s facing a tough bad guy, you might say,
on the task at hand. Here are some simple “Do you hit him with your whammer, run
suggestions for how to do that. away, or do something else?” It’s nice to remind
players of their options and sometimes it helps
Taking Turns to keep younger players on track.
To give everyone a chance to participate during
the game, use some way of assigning turns. The
easiest way is to go around the table, ending Getting Players Involved
with you, the Guide (and any characters or Excite players ahead of time. Get the players
creatures that you control). You can also use a invested before the game starts by telling them
token, toy, or other object to show whose turn stories about the world and inviting them to make
it is. The players pass the object around, and their characters early. When kids have a handle
when it comes to them, it’s their turn to act. on the world and know something about it ahead
Part of roleplaying is interaction. Everyone of time, it gives them a way into the adventure.
can talk and add to the story during someone
else’s turn, but it’s important that they don’t run Tell players what to expect: Letting players
over the player whose turn it is. know ahead of time what to expect in terms
of time and structure can help them stay
Sharing the Spotlight focused and keep them on track. It could be
When players get excited, they can spend lots time (“We’re going to play until this timer runs
of time talking about their characters and their out” or “We’re going to play for one hour, until
actions. This isn’t a bad thing—storytelling is this clock says 3.”) or structure (“First we’re
one of the great parts of roleplaying games. But going to create characters. Then we’ll go on an
if it goes on too long, it can leave other players adventure. An adventure has four parts…”).
out of the spotlight for too long and they might
start to get bored. Encourage creativity: Once the players
If the players are having a lot of trouble with are at the table, ask them questions about the
this concept, using a visual table timer—like a world and their experiences in it. All of the
little hourglass—can help them keep track of adventures in No Thank You, Evil! advise the
their turn. Everyone gets the same amount of Guide to ask questions like, “What does your
time. You’ll probably want to experiment with the friend Woodlynn the Bee Queen look like?”
amount of time that works best for your players, and “What did you do the last time you went
but somewhere between 1 and 3 minutes is long to Boom! Laboratories?” Players get excited
enough for a player to describe their actions at the opportunity to offer their vision of what

11
things look like, and when you mash their ideas first person) or as “She” or “He” (that’s called
together, you often get something unexpected. third person). Either way is correct, and you can
have players doing both in the same game. It’s
Reward creativity: If a player comes up just a matter of player preference.
with a creative solution to a problem that you
never expected, don’t say no—say yes. Reward Get Creative: In No Thank You, Evil! the goal
players for thinking beyond the obvious. Maybe is to create a great story. One of the ways
there’s a better way to deal with the evil king’s this happens is when players describe their
guards than fighting them. Maybe a player character’s actions and reactions. If a player is in
thinks of a way to trick them. Even if you had combat and says, “I want to fight that monster,”
planned on it being a big fight, it’s okay if the ask for more details. “How will you fight them?
players solve the problem a different way. That’s What do you want to do?” Encourage players to
not cheating. It’s smart. Always reward smart. use action words and their five senses.
Tell the players that it works and then let the As the Guide, you should do the same. Don’t
story move on. Remember, this isn’t about you just say, “You roll a 5, so you hit the troll.” Say,
versus them. This isn’t that kind of game. “You swing your sword at the troll’s foot. It’s a
perfect hit, right between its painted toenails.
Offer suggestions: If players seem stuck or It lets out a giant roar, and you can smell its
unsure what to do, provide them with two or horrible breath.” Not only will that paint a more
three options. Sometimes they just need an idea vivid picture for the players, it will encourage
of what they can do in order to come up with them to be creative and descriptive as well.
what they want to do. Know your group, though. Keep things at the
appropriate level of graphic detail, based on the
Use props: Invite players to bring objects to ages and interests of your group. Blood, guts,
the table to represent their character, their and gore can be traumatic if they’re too graphic.
companions, and their stuff. (Within reason, of Remember that for young kids, something as
course. Showing up at the table with a bow and simple as crossing a rickety bridge can be daunting.
arrow isn’t recommended.) You can also use You don’t have to add ghosts and goblins.
all kinds of things to represent the world, the
creatures, and the goodies that the players can Say Yes: No Thank You, Evil! is designed so
discover. Consider the fun of using real candy to that characters can attempt anything that the
reward the players when they find the treasure players think of. They might not succeed, but
(and the treasure is candy!). they can always try. Even an “impossible” task
(Goal 8) can be brought down to one that’s just
Encouraging Play difficult or even easy. Reward players who come
Many players will jump right into the concept of up with cool and interesting ideas by saying yes
roleplaying. It’s just pretending, and most people as often as possible.
know how to do that. “I’m a giant knight named
Wiggly! I talk in a robot voice.” But other Handling Defeat
players might be less sure how to go about You’ve got to be prepared for what happens if
“becoming” a character. the players set out to do something and they
fail. What if they fight the yawp, but they roll
First Person or Third Person: Players can low a bunch of times and the creature defeats
talk about their character as “I” (that’s called them? What happens then?

12
RUN THE GAME

The game goes on. Sure, the players had a sword that does extra damage or an outfit that
setback. They all got Conked Out by the yawp provides additional Armor.
and wake up later. The beast has gone on to do
more bad stuff. But they can try again to defeat More Combat: Older players will probably want
it. Maybe they’ll come up with a better plan. to test their mettle against dangerous, scary foes.
Keep in mind that sometimes, very young In adventures you create for these players, you
players don’t handle failure well. might want to include more straight-up fights to let
the players pound on more bad guys.

Advanced and More Difficult: Adventures for more advanced


Optional Rules players should be a little tougher. Sometimes this
No Thank You, Evil! is designed to be simple means the Goals are a bit more challenging, but
for even young, inexperienced players. After sometimes it means that there is no character
you play for a while, some players might want around to tell the players what to do next. In
a more sophisticated experience, particularly if these cases, the players will have to figure things
they are a bit older. A more complex game isn’t out more for themselves.
necessarily complicated and hard to play—it
just adds a bit more depth. A Bit More Serious: No Thank You, Evil!
There are some easy ways to increase the involves a fair bit of silliness and whimsy, and
complexity of the game for players who want a that’s a good thing. However, some older
bit more of a challenge. players might want a bit less silliness and whimsy
in the game. Instead of the bad guys stealing
Treats and Fun: Currently, all players start the candy from the townspeople, maybe they kidnap
game with 3 Fun (to refill their trait pools) and people and make them work in a gold mine. This
3 Treats (so their companions can use cyphers). means that things are more serious, but it also
This is to encourage them to use their traits and means that players who stop those bad guys
cyphers without worrying about running out will be even bigger heroes. Of course, No Thank
too quickly. For players who want more of a You, Evil! should never be a game that includes
challenge, consider starting them with just 1 Fun anything too dire, too frightening, or too dark.
and 1 Treat. This creates a higher-risk situation It’s not that kind of game. Thankfully, if things
that appeals to older, more experienced players. ever get too serious or scary, the players can
always use the No Thank You, Evil! rule and get
Leveling Up: Characters in No Thank You, Evil! things back to where they are comfortable.
don’t level up like characters do in most traditional
roleplaying games. If this is important to your The Next Step
players—and you feel like their reading and After players have had their fun with No Thank
counting skills are high enough—you can let them You, Evil! and want something more challenging
“level up” by awarding them 1 trait point at the and in-depth, you can try one of the other
end of an adventure. You can decide whether to Cypher System games, such as Numenera or
give them 1 Tough, 1 Fast, 1 Smart, or 1 Awesome, The Strange, or you can use the Cypher System
or you can let them decide which one they want. Rulebook to create any sort of game you wish.
Alternatively, characters can level up by These games have similar mechanics and a
using coins to purchase equipment from vendors similar focus on story, so you and the other
around the world. Equipment might be a special players will find the transition easy.

13
LOST IN DRAGONSNOT FALLS

Since this is designed as a starter


adventure, there is more description
and hand-holding than in most
adventures. If your players have some experience,
feel free to skim over some of the longer world-
building elements and get right to the action.

Overview
In “Lost in DragonSnot Falls,” the characters travel
Into the Closet and talk to Woodlynn, the Bee
Queen. She tells them that her best friend, Niffle, has
disappeared in DragonSnot Falls, and she’s worried
that he may have fallen into the wrong hands.
Niffle has fallen into the wrong hands—
or the wrong claws, in this case! He’s been
captured by a group of saw-toothed witches.
The witches are trying to find the dragon’s stone
heart so they can bring the dragon back to life.
They think Niffle knows where it is, and they’re
holding him captive until he helps them find it.
Players must enter DragonSnot Falls, find the
witches, and free Niffle from danger.

A Call for Help


This is designed as a beginning adventure for Read Aloud
new Guides and players. It’s a great place to As you lie sleeping, dreaming of something
start if this is your first time playing No Thank amazing, you feel your companion nudging
You, Evil! you awake. You pull the blanket over your
head and try to go back to sleep, but your
companion hops up on the bed with you,
Background bouncing up and down until you wake up.
The characters start asleep in their bedrooms
when they are woken up by their companions, Once you’re awake, you see your companion
who have a message for them: their friend is holding out a piece of paper with a message.
Woodlynn, the Bee Queen of Into the Closet,
needs their help! Her best friend, Niffle, has You know by the seal on the paper that it’s a
gotten lost in DragonSnot Falls, and she needs letter from your friend, Woodlynn, the Bee
the characters to help find him. Queen of Into the Closet.

14
LOST IN DRAGONSNOT FALLS

Read Aloud
Ask the players what their friend
As you walk through all of the clothes hanging in
Woodlynn the Bee Queen looks like.
your closet, your shirts and pants and coats brush
She lives in a place called the Hive.
your face. Hangers rattle. You can see the back of
What does that look like?
the closet, and if you keep walking, you’re afraid
that you might walk right into it. And that your
Give the players a few minutes to companion will walk right into you.
describe their friend and her home.
You might draw a quick image for But the closer you get, the more light you see.
reference or ask them to do so. Your clothes turn into leaves and branches. The
sound of hangers becomes the call of songbirds
and the chitter of squirrels. You smell flowers
Give the players a copy of the letter and hear a river running somewhere far away.
from Woodlynn. (See page 37 for a
letter that you can show the players, At last, you step onto soft moss, and you are in
or feel free to make your own.). You can read a forest. Your friends are with you, each having
the letter out loud to the players or let them come from their own bedrooms, each also
read it. carrying their gear. Your companions scamper
about you, excited to be in a new place.

Ask the players what they do. How do Ask the players to introduce their
they prepare, and what do they take characters and companions to each
with them? other, especially if it’s their first time
playing together. You might have them read their
sentence and their companion’s sentence and then
Give the players a few minutes to say their favorite thing about their character.
decide what their characters want to
wear and take with them. Don’t be Read Aloud
afraid to keep the adventure on track by Just a few seconds later, a giant blue and yellow
reminding them of the urgency of their mission. bee flies into view, holding a big ship in its feet.
It seems to be part animal and part mechanical,
and it’s wearing goggles. When it gets near you,
it starts to hover, staying in the same spot. It
seems to take no notice of you, other than to
bzzzt its wings a little bit as you get closer.

Show the players the image of the


beemobile on page 16.

Suddenly a ladder drops down, and you see


someone waving at you from inside the ship.
It’s your friend, Woodlynn.
“Come on up!” she yells.

15
Climbing the ladder is an easy task (Goal 1), After hearing this call for help from their
so everyone can do it without a roll. friend, the characters are probably eager to
jump in and find Niffle. Encourage them to do
Read Aloud so, and to ask Woodlynn questions to help them
Once you’re inside the ship, the beemobile figure out what to do next.
starts whirring its wings, and it begins to move.
Woodlynn invites you to sit at a high table in
tall chairs so you can see over the sides of the Figure Out the Problem
ship to the forest below. Tiny bees bring out
mugs filled with sweet honey drinks and swirly Ask the players what questions they want
straws. As you drink, Woodlynn tells you the to ask Woodlynn about her lost friend,
story of Niffle’s disappearance. DragonSnot Falls, or the witches. Feel free
to encourage players to ask about all three things.
“Niffle went walking on the trails inside Woodlynn wants to help the characters succeed, so
DragonSnot Falls two days ago. He likes to none of these interactions require rolls.
hike in new places to look for shiny things. But
I haven’t heard from him since, and he usually This is what Woodlynn can tell the characters:
comes by to have honey cake and tea with • Niffle is smart and funny, and he likes to
me in the mornings. I’ve heard rumors that a sing to himself when he is scared. He looks
group of witches moved into the area, and I’m a little scary at first, but he’s very nice. She
afraid he’s been captured or worse. Will you gives them a picture of Niffle so they know
go find him and bring him home safe? I’ll give what he looks like (see page 17).
you as much information as I can.”

16
LOST IN DRAGONSNOT FALLS

• The beemobile will take them to the Make a Plan: The characters can make a plan
entrance to DragonSnot Falls, but they’ll of action, outlining what they want to do and
have to go on foot from there. figuring out the best way to do it. Once they
• DragonSnot Falls used to be a real live have a plan, make sure they have everything
dragon, but long ago someone—or they need. If they’re missing something, they
something—turned him into red stone. can ask Woodlynn for it. If it’s something she
Now he has two giant waterfalls running would reasonably have, she gives it to them. For
out of his nose. Woodlynn gives them a example, she would have equipment like rope,
map of DragonSnot Falls and the nostril lights, or extra food, but not something like a
passages. She says Niffle probably went car or weapons.
into the left nostril first, because he’s left- The ride to DragonSnot Falls takes just a few
handed and he always picks left first. minutes. When the beemobile arrives, Woodlynn
• The rumors she has heard are that the says she must return to oversee the honey
witches are inside the dragon’s stone body, production, but that she will send the beemobile
trying to find its stone heart so they can to pick up the players when they’re done. She
use it for some secret purpose. She doesn’t gives each of them a piece of honey candy with
know what. their name on it. There is also a special one for
Niffle.
If they all eat the candy at the same time, the
Ask the players if they’d like to make a
beemobile will come and pick them up. She urges
plan now that they have the information
them not to lose their candy, though, because
from Woodlynn.
if someone else finds it, they could use it to call
the beemobile and attack the Hive.
The players can easily get out by climbing
down the ladder.

17
Solve the Problem • If they have Hustle, it lowers the Goal to 2.
Once the players are on the ground, they can • If they Try Harder and have Hustle, it
see DragonSnot Falls in the distance. It looks lowers the Goal to 1. This means they don’t
just like a big red stone dragon, with water have to roll—they succeed automatically.
trickling out of its nose. • If they have Armor, they take 1 less point
of Tough damage (so they don’t take any
Show the players the image of damage from the stream of water).
DragonSnot Falls on page 14.
Remember to describe the result of each
character’s actions—whether they dive out of
To reach the falls, the players have to cross the way or get sprayed all over—so they really
a long, rickety wooden bridge. In front of the feel like they’re experiencing the result of their
bridge is a device with red, yellow, and green roll. Alternatively, have the players describe
buttons that light up when you push them. their actions once they know the result. “You
don’t get hit by a single drop of water. How did
Ask the players whether they want to you get out of the way so fast?”
take a look at the device first or try Once the players jump out of the way (or get
crossing the bridge. hit), they look up and notice something odd.

Read Aloud
Look at the Device The water from the device slows to a trickle,
The device seems to be repeating a code with and standing in front of you is a creature that
the red, yellow, and green lights. It’s a Goal 2 appears so suddenly it’s as if he grew out of
Smart to determine the code. the water itself. He is a bit like a frog and a
If a player succeeds, they figure out that the bit like a human, and he’s dressed in pants,
code is: suspenders, and a shirt with planets on it.
2 green
1 yellow Show the players the image of Mister
1 green OddSwallow on page 19.
2 red

If a player pushes the buttons in that order, He ribbits twice, burps once, and says, “I’m
the device begins to hum softly. It shoots a big Mister OddSwallow, and who might you be?”
stream of water right at the characters. It’s
a Goal 3 Fast to get out of the way without Encourage the players to introduce
getting wet. Have the players go around the themselves, and then he says, “And whose
table in order to see if they get hit by the water. stomach called me here today?”
If a character gets hit by the water, it does 1 Most likely, the characters have no idea what
point of Tough damage. Mister OddSwallow is talking about, so they’ll
Since this is the first time all the players have to ask him questions if they want to know.
will roll, it’s a good time to remind them of the Eventually he tells them:
following points: • When people call him through the device,
• They can Try Harder by using 1 Fast to it’s because they want him to predict the
lower the Goal to 2. future for them.

18
LOST IN DRAGONSNOT FALLS

• He does this by listening to the rumbling of Because the players are all working together,
someone’s stomach. this is a great time to encourage someone to Be
• If you want him to predict the future, you Awesome and use 1 Awesome to help lower the
must make your stomach rumble. Goal to 3.
If they succeed, Mister OddSwallow tells
Encourage all the players to make tummy- them that he has figured out their future.
rumbling noises if they want Mister OddSwallow
to tell their future. This is a Goal 4 Smart roll,
Mister OddSwallow: level 4; can predict the
so one player must also roll the die and get a 4
future by the rumbling of someone’s stomach.
or higher.
If a character’s stomach rumbles, he tells them
one thing that he sees in their future. He will not
fight the players. If they attempt to hurt or fight
him, he refuses to fight back. If they try again,
he disappears back into the device with another
splash of water.

He says, “I see a crab. No, a slug. No . . .


some kind of creature in a striped shirt. He has
four eyeballs and he’s singing. But don’t follow
the song. That’s the wrong way.”
That’s all he can tell them, although he might
add: “That just might be the weirdest future I
have ever seen.”
The players should figure out pretty quickly
that he’s talking about Niffle. If they ask him to
elaborate, he says that’s all he can see.
Mister OddSwallow adds that if they need
him again in the future, they just need to find
another device like this one and put in the code.
“Don’t eat lunch first!” he says. “It’s easier to
tell the future when you’re hungry!” With a
burp and a ribbit, he waves and leaves just as
suddenly as he arrived.

Cross the Bridge


The bridge is rickety and sways in the wind. It
doesn’t seem likely to break if the characters go
across one at a time. But if they don’t hold on tight,
they might fall down and get hurt.
Have the players decide who will go first.
Each of them must make a Goal 2 Fast to cross
safely. If they fail, they fall down or slip, taking 1
point of Tough damage.

19
This map is for you, the Guide. Show the players the map on page 38.

20
LOST IN DRAGONSNOT FALLS

On the Other Side Ask the players what they do. Do they
Once the players cross the bridge, they must
want to touch the mushroom, sing to
decide which of the two nostrils to enter to look
it, leave it alone, or do something else?
for Niffle.

Read Aloud Magic Mushroom


As you get closer, you see that the ground is Level: 3
wet and muddy from the water coming out of Health: 3
the stone dragon’s nostrils. Both the right and Skill: When touched, the mushroom sends out
left nostrils have footprints in front of them. a strong jolt that turns the character into a
From the right-hand passage, you hear, very random animal. Have the player roll a d6 to
faintly, the sound of someone singing. There see what they turn into:
also seems to be a tiny bit of light coming from 1 Giant bunny
the right-hand passage. 2 Pegasus
3 Blue whale
Ask the players whether they go into
the right nostril or the left nostril. 4 Fast turtle
5 Tiny snail
6 Orangutan
Things the players will probably remember Once the players leave the tunnel and enter the light
and consider: again, they turn back into their normal selves.
• Woodlynn said Niffle was likely to go left. Quirk: If a character sings a song back to the
• She also said that he sings to himself when mushroom, it sends a little wave of light
he’s scared. toward them, restoring 1 Tough.
• The song is coming from the right, but Mr.
OddSwallow said not to follow the song. The only other apparent passage in or out of
this room is the one the players came through.
Right Nostril
If the players go right, this is what happens. Left Nostril
If the players go left, this is what happens.
Read Aloud
You enter and find yourself in a long tunnel. Read Aloud
The water runs over your shoes. There’s just You enter the left nostril and find yourself in a
enough light to see by. The floor and walls are long tunnel. It’s very dark, and the water runs
lined with little rocks that look like crystals. over your shoes, making them squelch when
The tunnel bends and then opens up into a big you walk. The tunnel starts to slant uphill,
room. In the very center of the room is what making it a little harder to walk. But suddenly
looks like a large mushroom. It glows white the ground beneath your feet is hard, like
and purple, and it has a number of eyes that concrete, and it’s not wet anymore. It starts to
blink open and closed in the dark. It seems to get lighter, and you can see around you.
be singing softly, shaking itself every once in a
while. When it does that, bits of light bounce You take a few more steps and then, from up
off it into the air. ahead, you hear noises! Rawk! Rawk! Rawk!

21
Ask the players what they do. Do they Ask the players what they do. Do they
want to stop and listen or keep going try to sneak Niffle out without letting
forward? the witches see them, do they interact
with the witches, or do they fight the witches?
Stop and Listen: The characters hear more of
the rawk-rawk-rawk sounds. If they want to try Sneak: It’s a Goal 3 Fast to sneak Niffle out
to listen more closely, it’s a Goal 3 Smart roll. without being seen by the witches.
If they succeed, they can tell that there are two
creatures making the sounds, and they can also Interact: The characters can try to talk to
hear another creature singing very, very softly the saw-toothed witches. They don’t speak the
to himself. same language as the characters, though, so
the interactions will have to be other things, like
Keep Going Forward: If the characters keep charming them or singing to them.
walking forward, they find themselves coming
upon a large circular room. Fight: If the characters fight the witches, the
characters go first. It’s a Goal 3 Tough to hit the
Read aloud witches.
Inside the room, you see two creatures that
look a little like birds. They have long, saw- Saw-toothed Witch
toothed beaks and weird curly tails, and Level: 3
they’re fighting over what looks like a large Health: 3
red rock. Damage: 2 (bite or melee weapon)
Skill: Can use retractable tongue to steal a
Show the players the image of the player’s weapon if it’s Within Reach.
saw-toothed witches below. Quirk: Saw-toothed witches are afraid of bee
swarms. If everyone in the group buzzes and
moves around like bees, the witches will run
Behind them, you can see Niffle. He doesn’t look away for one round.
hurt, but he’s clearly scared. The creatures don’t Stuff: 1 coin per player.
see you, but Niffle does. He sings just a little
louder, as if to let you know that he saw you.
Celebrate!
Once the players have rescued Niffle, they can
all go outside and eat their honey candies. The
beemobile then comes to pick them up and take
them back to the Hive, where Woodlynn and
Niffle throw them a party. The characters have
such a good time that everyone gets 1 Fun!
Woodlynn also gives them each 1 coin and a
pair of wearable bee wings to say thank you.
The bee wings allow the players to instantly
travel to the Hive from anywhere in Storia.

22
RACE AGAINST TIME

RACE AGAINST TIME

This is designed as an adventure for semi- Overview


experienced Guides and players. If this is your In “Race Against Time,” the characters arrive
first time playing No Thank You, Evil! you might at Princess Strike’s Bowling Ball a little early.
try running “Lost in DragonSnot Falls” first. When they get there, the only other guest is a
scientist named WhizBang who brought Princess
Background Strike a party gift—a time machine! He shows
The characters have been invited to attend them all how the time machine works. A Pinhead
a grand gala by their friend Princess Strike. accidentally hits some buttons and causes the
Princess Strike lives in Castle Alley (in Out the machine to go haywire. WhizBang gets sucked
Window) with her minions, the Pinheads. She into the machine. In his place, it spews out a
throws big, fun parties—which she calls Bowling hungry dinosaur, a futuristic space robot, and a
Balls—whenever she can think of a good reason. thieving pirate.
She invites all of her best friends, as well as In a panic, Princess Strike asks the players to find
other interesting guests. The characters have a way to deal with each of the new arrivals and get
been to Princess Strike’s parties before. WhizBang back before the other guests arrive. The
players can handle the time travelers in a number
of ways. Getting WhizBang back requires them to
figure out how to work the time machine.

23
Beginning the Adventure In the room is a strange machine that’s
huffing and puffing. It spits goo out its front
Ask the players to introduce their and smoke out its back. Princess Strike and
characters and companions to each WhizBang are standing in front of the machine.
other, especially if it’s their first time Princess Strike is very excited—the time
playing together. You might have them read machine is a gift from WhizBang!
their sentence and their companion’s sentence
and then say their favorite thing about their
character. Ask the players what WhizBang looks
like.

Give the players their invitations to


Princess Strike’s Bowling Ball. (See
Show the players the image of the time
page 37 for invitations that you can
machine on page 23 or the cover.
copy and fill out, or feel free to make your own.)

Delivering invitations to the players A Call for Help


ahead of time can help get them WhizBang offers to show the characters how
excited for the adventure. It provides a the time machine works and then take them on
chance to talk a little bit about the world and a trip to their favorite time. Just as he starts to
their characters before they get to the table. explain how it works, two of the Pinheads come
tumbling into the room, playing tag. They run
right into the time machine. It spurts, whirs, and
Ask the players to describe the last spurts out more smoke and goo, and suddenly
Bowling Ball they went to, and what WhizBang disappears! In his place is a hungry
kinds of things they did at the party. dinosaur, a futuristic space robot, and a thieving
What did they eat? What did they wear? What pirate. Each of them takes one look at the
kind of games did they play? Did anything really characters, and then they scatter through the
exciting happen? doors at the far end of the room.
Oh, no! Princess Strike is in a panic. She asks
When the characters show up at Castle Alley, the characters to help her take care of the time
they are met at the door by Princess Strike’s pals, travelers and get WhizBang back before the rest
the Pinheads. These guys don’t talk as much as of the party guests arrive.
they meep! and fall over a lot, but it’s pretty clear
they’re asking to see the characters’ invitations. If your game has four or more players,
Inside is the Grand Ballroom. This giant consider adding an extra time traveler
round room is filled with all of the things that or two to make the interactions
the characters talked about doing and seeing slightly harder and more interesting for a larger
when they were here before. It also has a huge group. Two hungry dinosaurs that run to the
buffet table loaded with all kinds of food and a same room, for example, or two thieving pirates.
big cake shaped like a bowling ball.

24
RACE AGAINST TIME

This map is for you, the Guide. Show the players the map on page 39.

25
Figure Out the Problem This room holds the hungry dinosaur.
Princess Strike asks the characters to help The dinosaur is easy to find. As soon as the
her figure out what went wrong with the time characters enter the room, they hear its
machine. She looks at it too, but she is confused stomach rumbling and see its head sticking
about what it does or how it works. This is a through the top of the blankets.
great opportunity to let the players discover the
solution to fixing the machine.
Hungry Dinosaur
If they examine the time machine, they will
Level: 4
learn:
Health: 4
• There are four missing buttons on the time
Damage: 2 (tail or bite)
machine.
Skill: Roars so loudly that it knocks down all
• The Pinheads must have knocked the
characters Within Reach.
buttons off when they ran into the
Quirk: It loves sweets! If you lure it with a
machine.
sweet treat, it will follow you anywhere
• The players need to find the buttons and
without attacking you.
put them back in the proper order to send
the time travelers home and get WhizBang
back for the party. If any of the characters are dinosaurs or
have dinosaur companions, positive interactions
If the characters look around the floor, they’ll are lowered to Goal 3.
find the first of the missing buttons. The characters may attempt to deal with the
Princess Strike tells them that she thinks she saw hungry dinosaur in a number of ways:
the pirate steal one of the buttons as he ran away. • Take some food from the buffet table and
There are three doors at the end of the make a trail to lead the dinosaur back to
Great Ballroom: a left archway, a middle the time machine.
staircase, and a right archway. • Convince it to follow them to the time
machine in some other way.
Make a Plan: The characters can make a plan • Fight it until they kill it or until it’s hurt
of action, deciding where they want to start. enough that they can capture it.
• Make friends with it so it won’t be a threat
to the guests.
Solve the Problem • Run (toward the time machine, ideally, so
The players will probably start at one of the dinosaur will follow them)!
the three places at the far end of the Great
Ballroom: the left archway, the middle staircase, The characters will find one of the time
or the right archway. machine’s buttons on the ground near the
dinosaur. It’s slimy and slightly chewed on, but it
Left Archway isn’t broken.
On the other side of the archway is a large
room that is decorated like a giant blanket fort.
The ceiling and walls are made out of blankets
and sheets. Pillows and thick rugs are strewn
about on the ground.

26
RACE AGAINST TIME

Middle Staircase Right Archway


The staircase is long and steep, and it loop-de- Going through the right archway leads to a
loops like a roller coaster. Players find that their room with a large swimming pool. The water
feet stick to it and they don’t fall, even when is bright blue and filled with all kinds of large
they’re upside down. At the top of the staircase, fish made out of gold. The thieving pirate is
they find the futuristic robot. swimming at the far end of the pool, trying to
The robot is trying to jump off the top of the catch one (or more) of the golden fish.
staircase and fly back to the future. However,
every time she jumps, she gets only a few feet
Thieving Pirate
off the ground. That’s because she can’t find her
Level: 3
special rocket boots.
Health: 3
Damage: 2 (long sword)
Futuristic Robot Skill: Can use his fishing pole to grab a
Level: 5 character In Range and pull them Within
Health: 5 Reach.
Damage: 2 (living space gun that yells “pew Quirk: If you talk to the pirate in Piratese, he
pew!” when she shoots it) draws a map to a cool treasure that he found
Skill: With her rocket boots on, she can fly in the castle. The treasure is a pair of rocket
back to her own time. boots that are buried under some of the
Quirk: If the characters make up a song about blankets in the room through the left archway.
robots and sing it, the futuristic robot opens If the characters find the boots, they can help
her chest and gives each character a video the futuristic robot fly to the future.
game or toy from the future.
If any of the characters are pirates or have
If any of the characters are robots or have pirate-related companions, positive interactions
robot companions, positive interactions are are lowered to Goal 2.
lowered to Goal 4. The characters may attempt to deal with the
The characters may attempt to deal with the thieving pirate in a number of ways:
futuristic robot in a number of ways: • Catch three golden fish for the pirate.
• If they’ve found the pirate’s “treasure” (see Each one is Goal 3 Fast. This will make him
the pirate section), they can give the robot happy enough that he will either join the
her rocket boots. Unlike the other time party or get back into the time machine.
travelers, the robot can travel back to her
time in this unusual way.
• Convince the robot to follow them to the Common Piratese
time machine in some way. Phrases
• Fight her until they kill her or until she’s
hurt enough that they can capture her. Ahoy, matey Hello, friend
• Make friends with her so she won’t be a
threat to the guests.
Avast ye Pay attention
Arrrrrr This is awesome!
The robot has one of the time machine’s Bilge rat A rat on a ship, an insult
buttons stuck to her robot butt.

27
• Convince the pirate to follow them to the Putting the buttons on and activating the
time machine in some other way. time machine is a Group Action with a Goal of 3.
• Fight him until they kill him or until he’s All of the players roll the dice at the same time.
hurt enough that they can capture him. Everyone must get a 3 or higher to succeed. If
• Make friends with him so he won’t be a someone doesn’t make it, other players can use 1
threat to the guests. Awesome to Be Awesome, which lets the player
The pirate stole one of the time machine’s who failed roll again until he makes it.
buttons and is carrying it in his pocket.

Back at the Time Machine Celebrate!


If the characters bring the time travelers back to The players fix the machine and get WhizBang
the machine, they’re automatically sucked back back just in time—the guests are starting to
to their own time once they get Within Reach of arrive! Everyone can stay and enjoy the party.
the machine. Princess Strike is so grateful that she gives each
Once the time travelers have returned to their player 2 coins and 1 Fun.
proper time or otherwise been taken care of, The players can also talk to WhizBang, who
the characters need to fix the machine and get offers to take them to their favorite time in the
WhizBang back to the party. To do this, they must past or the future. Some options are:
put the four missing buttons back on the machine. • Cowboy time
• Dinosaur time
• Castle time
• Anything else they come up with

Once the players choose a time period


to visit, you can continue the game by
having WhizBang take them to that
time and making up your own adventure. Or
you can have them come back later for the trip
in the time machine.

28
THE CURSE OF ADVENTURE KINGDOM

THE CURSE OF ADVENTURE KINGDOM

This is designed as an adventure for experienced


Guides and players.

dventure
A Background
dom!
Storia has a number of amusement parks, but

King
Adventure Kingdom is the best and most well
known of them all. Not only does it have great
rides, but it’s also run by a famous ghost named
Monsieur Monstieur.
But Monsieur Monstieur—and Adventure
Kingdom—are cursed. Whenever there is a blue
sun in the sky, Monsieur Monstieur loses his heart
somewhere in the park and turns evil. When he’s
evil, he hates fun and tries to destroy the park.
The only way to save the park is to find the three
pieces of the ghost’s heart and give it back to him
before night falls. That will lift the curse and restore
Monsieur Monstieur and the park back to normal.
Thankfully, a blue sun happens only once
every hundred years. So surely the players have
nothing to worry about . . .

Overview
In “The Curse of Adventure Kingdom,” the
characters are on their way to spend a day
of fun at Adventure Kingdom, Storia’s best
STORIA'S amusement park. They know about the curse—
everyone in Storia does—but it’s probably just a
Biggest, rumor. No one has seen a blue sun in ages.
But as the players make their way to the
Funnest,
park, they notice something: the sky is changing
Not-At-All Cursed color. The sun is blue!
When they arrive at the park, nothing seems
t
emen right. The park is shrouded in pink fog and there
ark!
A mu s
P are weird sounds coming from inside the gate.
To save the park, the players must find the
three pieces of Monsieur Monstieur’s heart and
give it back to him before night falls.

29
The adventure is similar to a dungeon-style A Call for Help
adventure. Characters can visit the places in the As the heroes make their way to the park, they
park in any order they like. In each place, they’ll notice something: the sky is changing color. The
run into something different—it might be bad sun is turning blue! The curse is going to hit
guys, interesting creatures, or equipment that’s Adventure Kingdom!
run amok. Along the way, they need to find the At the park, the curse has already hit. The
pieces of the ghost’s heart. park is shrouded in pink fog that rolls around
Monsieur Monstieur is in his invisible office at and makes it hard to see. Weird sounds come
the back of the park. Once the characters put from inside the gate: growls and squeals and odd
the three pieces of the heart together, they can grunts.
use it like a compass to find the office. When Near the gate, there’s a device with a big
they give the ghost back his heart, the curse will blue button that looks like a moon. When
be broken. a character presses the button, a hologram
appears. It is black and white and staticky, but
the round, ghostlike image is clearly Monsieur
Beginning the Adventure Monstieur from the brochure. His voice sounds
The adventure begins as the players set out for ghostly and hollow. He says, “If you’re seeing
Adventure Kingdom. This is their first time there, this, the blue sun has cursed me yet again. My
so they’re probably very excited about the trip! heart is broken and been scattered around the
They are going to spend the day there, riding park. Find the three pieces and return my heart
the rides and doing other fun things. to me so the curse will be lifted.”
An image of Monsieur Monstieur’s broken
Ask the players to introduce their heart appears in the hologram. Each of the
characters and companions to each three heart sections looks like a piece from a
other, especially if it’s their first time red jigsaw puzzle. When the three pieces are put
playing together. You might have them read together, they form the shape of a large heart.
their sentence and their companion’s sentence There’s a pause, followed by a bit more
out loud and then say their favorite thing about static. “Oh, I almost forgot. Bring me some
their character. cotton candy too. I’ll be starving.”
The voice gets louder. “What are you waiting
for? Go save Adventure Kingdom! And me! It’s in
To introduce the players to Adventure your hands now.”
Kingdom, you can tell them ahead of
time about all the fun stuff in the park,
including a roller coaster called the Viper, a Figure Out the Problem
waterslide called the Mammoth Plunge, and a The players should have a good understanding
haunted house called Boo Manor. You can also of what to do at this point. They need to go into
tell them the story of the curse. the park and find the three pieces of Monsieur
Monstieur’s heart.

Show the players the partially


obscured map on page 40 so they can
get a sense of what the park looks like.

30
THE CURSE OF ADVENTURE KINGDOM

This map is for you, the Guide. Show the players the map on page 40.

31
Once the players enter the park, they can • Climb up to the 2 on the clock. This is
decide which path they want to take first. They almost impossible, so it’s a Goal 8 (Tough
can explore the park in any order. There is no or Fast can be used to bring the Goal
wrong or right way to go about it. down, depending on whether the player
wants to climb quickly or go slowly and
If you’d like to make this a longer or use their strength).
more complex adventure, you could Players can also come up with other
easily turn one or more of the solutions. The Guide should choose a Goal
locations into a mini-adventure of its own. Boo that seems appropriate to the difficulty of their
Manor and Candy Land are two that would action.
work well. You could make a map of Boo Manor
and have the characters explore many rooms in The Viper
the mansion, coming face to face with interesting This ride is a roller coaster in the shape of a
creatures and challenges. snake. It loop-de-loops and goes really, really
fast, hissing the whole time. From the ground,
the players can see something shiny and red
in the middle of the ride—a piece of the heart.
Solve the Problem The only way to get it is to grab it with a stick,
To find the three pieces of the heart, the players a melee weapon, or another long object as they
will need to explore the park thoroughly. They go by. Doing so is a Goal 4 Fast.
can explore in any order. Right in front of the roller coaster carts are
The six sections of the park are Clockworks, two stuffed animals that have been turned into
the Viper, the Space Ride, the Mammoth Plunge, zombies: a dog and a teddy bear. They prevent
Candy Land, and Boo Manor. the players from getting on the roller coaster.

Clockworks Zombie Stuffed Animals


This ride is a Ferris wheel that looks like a giant Zombie stuffed animals used to be animals that
clock full of gears and cogs. Players standing at were loved and cared for, but someone threw
the bottom can see one piece of the heart on them away. When they rose from the garbage,
the Ferris wheel, hanging off the number 2 on they were turned into zombies. They often show
the clock. up in groups of two or three.
To retrieve it, the players must find a way to Level: 5
get up there. For example, they can try any of Health: 5
the following: Damage: 2 (bite or claw)
• All ride up together in one of the cabs. Skill: It has so much stuffing that it has Armor.
However, they’ll need to stop the cab at Quirk: If you give a zombie stuffed animal 1
just the right spot to reach out and grab Treat and a name, it will turn from a zombie
the heart piece. There are a number of back into a regular stuffed animal.
ways players can try to stop the cab. Stuff: 1 Treat per player companion.
Doing so is a Goal 4.
• They can try to shoot the heart piece Remember that if a character or
down using a ranged weapon. It’s very far, creature has Armor, they take 1 less
so it’s a Goal 7 Fast. damage from an attack.

32
THE CURSE OF ADVENTURE KINGDOM

them special glasses to wear. Through the


glasses, they can see that the reason the sun is
blue is because it’s covered in weird blue alien
creatures. They’re all dancing to a song that
looks an awful lot like some of the players’
favorite dances.
While they’re on the ride, Adriana asks the
players three questions about space. She tells
them that if they answer correctly, the three
answers make up a clue that will help them
identify Monsieur Monstieur when they see him.

Is Mars known as the blue planet or the red one?


[Red]
Is the sun a star or a planet?
[Star]
True or false: the moon is made of cheese.
[False]

As the players come back down to Earth,


they see a chest of what looks like coins at
the top of the Mammoth Plunge. (If they have
already gone to the top of the Mammoth Plunge
Space Ride and discovered the chest of coins, show them
This ride is a rocket that simulates flying one of the pieces of the heart that they haven’t
through space. Players can get inside the found yet instead.)
device and go for a ride. They’ll see all kinds There is no piece of the heart in this section
of beautiful space stuff, including moons and of the park.
planets and even some aliens.
Adriana the Astronaut is the rocket pilot. Mammoth Plunge
She’ll take the players for a ride free of charge. This is a water ride in the shape of a woolly
She’s very proud that the Space Ride is still mammoth. Players take an escalator up the
functioning even during the curse. As the back of the woolly mammoth and then slip and
players pass close to the sun, Adriana hands slide their way down the trunk.
A much smaller elephant named Barber is
guarding the escalator. He says he’s not letting
anyone on because they’re probably cursed
too, and they’ll ruin the ride. He won’t fight the
players, but he’s large enough to block them
from getting on. Convincing Barber that the
players are not cursed is a Goal 4 Smart.

33
Occupus If a character eats any of the cotton
Occupus are creatures that move into other candy, their tongue turns bright
people’s stuff—chests, cars, even backpacks— purple. They must make a defend
and take over. They claim and defend the place Goal 3 (Tough). If they fail, they blow bubbles
as their own. It’s really, really hard to get them every time they talk.
out again.
Level: 4
Players will probably notice that there’s a
Health: 8
cotton candy stand nearby. If they enter the
Damage: 2 (tentacle whip)
stand, they see that a conveyor belt is making
Skill: Hides inside an object and uses it as
tons and tons of cotton candy. Way too much
Armor.
cotton candy.
Quirk: If you give it a bigger, better place to
Two jinxes guard the conveyor belt (on the
occupy, it will leave its original place.
side closest to the players).
Stuff: Everything that’s inside the place it’s
occupying.
Jinx
Jinxes come in two
At the very tippy top of the ride, the players colors: pink and
find a chest. It’s full of a scary creature with lots more pink. They have
of tentacles—an occupus. The chest also has 2 three eyeballs and a
coins per player. pair of tiny horns on
There is no piece of the heart in this section top of their heads.
of the park. They chatter almost
constantly but mostly say nonsense.
Candy Land Level: 3
This is the food and games section of the Health: 6
park. When the players enter, they see cotton Damage: 2 (horns or claws)
candy everywhere—it’s just exploding all Skill: Can attack two characters at the same
over the place. Blowing across the ground like time, doing 2 points of damage to each one.
tumbleweeds. Floating through the air like pink Quirk: Loves jinxes. If everyone in the group
balloons. Making a sticky, ooey, gooey, sweet- says the same word at the same time, the
smelling mess. jinx does a happy dance.
Stuff: 1 coin per player.

34
THE CURSE OF ADVENTURE KINGDOM

A machine on the other side of the conveyor Grabbing a handful of cotton candy for
belt is spitting out tons of cotton candy. A piece Monsieur Monstieur is a Cinch and doesn’t
of the heart is resting on top of the machine. require a roll.
To turn off the machine and get the heart, the
players have to jump over the conveyor belt. Boo Manor
This is a slightly scary haunted house. Players
Conveyor Belt: Jumping over the conveyor get in a cart on the track and ride through the
belt is a Goal 3 Fast. house. Along the way, they’re usually scared by
fake ghosts, odd noises, and pretend bats. This
Cotton Candy Machine: The cotton candy time, however, there is a real ghost blocking
machine is broken. Pushing the “off” button just the path. It’s the ghost of the ghost of Monsieur
makes the machine spit out more candy. There Monstieur!
is also a panel that looks like the players can use There is no piece of the heart in this section
it to reset the machine to work properly. of the park.
When the machine spits out candy, it pushes
the characters back, making it impossible for At first, players may not know that
them to reach the piece of the heart. this is the ghost of the ghost. They
Players can turn off the machine by resetting might think it’s Monsieur Monstieur
it (Goal 4 Smart) or punching it (Goal 4 Tough). himself. That deception is part of the curse.
Reaching the heart piece doesn’t Allow the players to try to figure it out. If they
require a roll. discovered the clue “Red Star False” on the
Space Ride, they will know that this is a false
Monsieur Monstieur.

35
The Ghost of the Ghost of If the players haven’t been to Boo
Monsieur Monstieur Manor yet, see that section for more
This is the ghost of the ghost of Monsieur information about it. If they’ve already
Monstieur. It comes out only when Monsieur been there, the way is clear and they can go
Monstieur is cursed. The ghost has a big red right through it without incident.
star in its chest where a heart would go, but
otherwise it looks just like Monsieur Monstieur.
At the very middle of the ride, the heart
Level: 5
glows brightly, letting the players know that’s
Health: 10
the spot. The ride will draw to a halt and the
Damage: 2 (throws balls of ghost goo)
players can jump out of the cart. There is a door
Skill: If a player tries to give him the heart of
on the wall that is locked with a big chain and
Monsieur Monstieur, he curses them. They
a heart-shaped padlock. Opening the lock is a
run around in circles speaking gibberish until
Goal 4 Fast.
their next turn.
Behind the door is a long tunnel. It’s brightly
Quirk: If a player draws a heart on a piece of
lit with a red glow that matches the heart’s
paper and folds it into a paper airplane, the
glow. At the end of the tunnel, the players come
ghost of the ghost of Monsieur Monstieur will
to a second door. This door is also locked.
think he has a heart again and will disappear.
Opening the lock is a Goal 4 Fast.
Stuff: 1 Fun per player.

The Invisible Office


On the other side of the door is the invisible
Finding Monsieur Monstieur office. Monsieur Monstieur is lying on the floor.
Once the players have all three pieces of the He has a heart-shaped hole in his chest. Putting
heart, finding Monsieur Monstieur is a Group the heart properly back inside him is a Goal
Action. Working together to use the heart as a 2 Smart. As soon as it’s connected, Monsieur
compass is a Goal 3 Smart. Monstieur wakes up. He thanks the players
In this Group Action, all of the players must profusely. They’ve saved him and the park!
roll a 3 or higher. Players can use 1 Smart to When the players go back outside, they also
Try Harder. If someone doesn’t make it, other see that the sun is back to its normal color now
players can use 1 Awesome to Be Awesome, that the curse has been lifted.
which lets the player who failed roll again until
he makes it. This part of the adventure should
be a positive experience of everyone working Celebrate!
together to accomplish something! Monsieur Monstieur is so grateful that he
Once they all roll a 3 or higher, the heart gives all the players lifetime memberships to
swivels to point toward Boo Manor. As the Adventure Kingdom. They can come back and
players go through Boo Manor, the heart ride the rides any time they want—and they
continues to tell them they’re on the right path never have to wait in line. He also gives them
by glowing softly. each 1 Fun, 2 coins, and a t-shirt that says “I
Was Cursed at Adventure Kingdom!”

36
PLAYER HANDOUTS

Dear friend,

Please help me! My friend, Niffle, has gotten lost in DragonSnot Falls.
I’m worried that something horrible has happened to him.
Meet me at the beemobile, and I’ll tell you the whole story.

©2016 Monte Cook Games, LLC. No Thank You, Evil! and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
You’ll have to be smart and strong. I know you can find him.

Your friend,

Woodlynn

You’re Invited
to Princess Strike’s Bowling Ball
When:

Where:

What to Wear:

Who Is Coming:

What We Will Do:

37
©2016 Monte Cook Games, LLC. No Thank You, Evil! and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.

38
PLAYER HANDOUTS

©2016 Monte Cook Games, LLC. No Thank You, Evil! and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.

39
©2016 Monte Cook Games, LLC. No Thank You, Evil! and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.

40

You might also like