✦   travelwithmacha   ✦
✦   the second drop   ✦
No. 02

The Heist.

Seven days across Rajasthan. A nineteenth century miniature painting goes missing on the morning you arrive in Jodhpur. Fifteen travellers, fifteen characters, fifteen private agendas. The clues are real. The craftspeople are real. The havelis are real. The story is the trip.

Jodhpur · Bundi · Pushkar Oct 18 → 24, 2026 15 seats By application
✦   the premise   ✦

What if the trip
was a story?

Most trips to Rajasthan are a loop of the same five photographs. The fort. The blue town. The same gate, from the same step. You leave with a hard drive nobody opens and a story you've told three times.

The Heist is what would happen if you were not a tourist. You arrive in Jodhpur on the morning of Oct 18. In your room is a sealed dossier. A typed brief. A black and white photograph of a missing nineteenth century miniature painting. And a character card with your name on it.

You are The Curator. Or The Forger. Or The Insider. Or The Widow. Or The Journalist. Or any of fifteen characters we've written, each with a private goal and a private secret. Half the table wants the painting found. Half does not. The clues are hidden with real Bundi miniature painters, real Pushkar traders, real haveli families who know the game and play their part. Over seven days, the story plays out across three towns. The ending shifts based on what the group does.

You eat real meals. You sleep in real havelis. You shop real bazaars. You also have a plot to advance, a rival to watch, and a deadline that lands in a Pushkar courtyard on the evening of Oct 23.

Not a trip. A part to play.
✦   one rule, the whole trip   ✦

Stay in character.
Even at dinner.

From the moment you open your dossier in Jodhpur to the moment the bus leaves Pushkar, you are your character. You can break for sleep. You cannot break for Instagram. Talk to your fellow travellers as the people you've decided to be. Trust who your character would trust. Lie to who your character would lie to. The Game Master travels with the group, quiet, watching. If you forget your name, ask them.

✦   the rhythm   ✦

Seven days. Three towns.
One reveal.

i.
Oct 18 · Jodhpur · The Dossier

Open the envelope. Meet your group.

Arrival in Jodhpur. In your haveli room, a dossier waits. A typed brief, a black and white photograph, a sealed card with your character name. Read it alone first. At 7pm the group meets in the courtyard, in costume the haveli provides, and dinner is served. By the end of the night you've worked out who five of the other fourteen characters are. You have not worked out the rest. That's the trip.

ii.
Oct 19 · Sardar Market

The first clue is hidden in plain sight.

A long morning in old Jodhpur. The first clue is with a real brass merchant who has been part of the story for three years. He knows you're coming. He'll only speak to the right character. Some travellers will get the clue easily. Some will hit a wall and have to bargain, befriend, bribe, or eavesdrop their way in. The evening: a private kathputli performance in the haveli where new clues are slipped to those watching closely.

iii.
Oct 20 · Bundi · The Painter

Learn the craft. Find the forgery.

Drive to Bundi. The afternoon is spent with a real Bundi miniature painter, learning the technique used in the missing painting itself. One of you needs this skill to advance the plot. Two of you need to identify a forgery hidden in a stack of paintings in the painter's studio. The painter is in on the game. The painter is also a fantastic painter. The technique is real and the painting you make is yours to keep.

iv.
Oct 21 · Bundi · The Step Wells

A clue at the bottom of Raniji ki Baori.

Sunrise at the step well. One of the fifteen characters has a memory the others don't. By the end of the day, two alliances have formed and one has shattered. The afternoon is open: walk the old town, sit in the painter's studio, follow your character's instinct. Evening, the group reconvenes for a long dinner where one piece of information must be passed across the table without the Rival hearing it.

v.
Oct 22 · Pushkar · The Traders Arrive

Camels, fixers, the loudest stage.

Arrive in Pushkar in the lead up to the Camel Fair. The town is filling with traders from Kutch, Gujarat, Marwar. Anything can be bought. Anything can be discovered. Your character's final move is somewhere in this market. The Insider knows where. The Insider won't tell unless you give them something. What you give costs you.

vi.
Oct 23 · Pushkar · The Reveal

A courtyard, lit by lanterns. Sit down.

By the morning of the 23rd, every character has made their move. At 7pm in a haveli courtyard lit by lanterns, the group sits in a circle. One by one, characters are unmasked. The Game Master reads the final scene. The painting is either recovered or it isn't. The ending shifts based on what the group did. We've watched fifteen of these endings. We have never watched the same one twice.

vii.
Oct 24 · The Slow Goodbye

Off character. Tea. The bus.

On the last morning, you find out who everyone really was. Their day jobs. Their cities. The reels start. Everyone has a character arc to post. A long brunch under a banyan tree, the painted miniatures laid out on the table, the dossiers signed by every traveller. The bus to Jaipur or train to Delhi leaves at 2pm. You're home holding a painting, a dossier, and a story nobody you know will quite believe.

The Quiet Promise

No spoilers, ever.

We won't tell you which character you'll be assigned. We won't tell you how the painting goes missing. We won't share past endings, past travellers' reels, or which haveli holds the final reveal. This is the only kind of trip that gets worse the more you research it. Arrive curious. The story rewards it.

✦   the shape of it   ✦

What this Drop is.
And what it isn't.

What's in.
Built into the Drop
  • Six nights of stay: two heritage havelis in Jodhpur, a restored haveli in Bundi, a haveli-style guest house in Pushkar
  • Every meal from arrival to departure, including the lantern-lit reveal dinner
  • A custom sealed dossier with your character card, brief, photographs, and props
  • One scriptwriter, one Game Master, embedded for all seven days
  • Costume pieces from each haveli, in your size, for the evenings
  • A real Bundi miniature painting workshop (your painting is yours)
  • Private kathputli performance in Jodhpur, lantern-lit reveal in Pushkar
  • All inter-city ground transport in a private vehicle
  • A small group cover for the duration of the trip
  • Honorariums for every craftsperson playing a role in the story
What's out.
Deliberately
  • Flights or trains to and from Jodhpur (we tell you which)
  • Spoilers. Any preview of past endings, characters, or clues.
  • The fort and palace tourist loop. Different trip.
  • Reels of clues, character cards, or the reveal scene
  • Breaking character at the dinner table
  • Anyone trying to "win." There is no win. There is a story.
  • Cynics. The game collapses when someone refuses to play.
  • Anyone allergic to being slightly out of their comfort zone
✦   the investment   ✦

What it costs.
And why.

Drop 02 · per traveller
40,000
All inclusive, except the flight
15
Seats. Hard cap.
7
Days, six nights
3
Towns, one story

A scriptwriter, a Game Master, three heritage havelis, fifteen custom dossiers with character props, a real Bundi painting workshop, and a network of craftspeople playing real roles in the story. This is not a Rajasthan trip. It is a piece of immersive theatre that happens to be set across three real towns. If you'd like to soft hold a seat without paying yet, write to us and we'll keep it open for 48 hours.

✦   the room we're picking   ✦

This Drop is for the traveller who'd play the part if someone handed them a character card.

You don't need to be an actor. You don't need to be loud, theatrical, or extroverted. The quiet, observant character is the most powerful character in any heist story. Writers, directors, lawyers who love a good case, founders who like reading rooms, anyone who has ever wished real life had stakes. If you read murder mystery novels and play them out in your head, this is for you. If the words "make believe" make you flinch, Drop 03 might be a better fit.

BY APPLICATION

ONLY

You don't book this.
You apply.

Fifteen seats. We read every application. The Heist works when the room has fifteen people who will commit to the game. One cynic at the dinner table is enough to break the spell. We pick the room first, on purpose. If you're in, we'll tell you. If you're not, we'll keep your name for Drop 03.

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