That which follows is an adaptation of the old adventure module B7 Rahasia, by Tracy point for the epic campaign for D&D 5 edition Prices of Apocalypse. This is one in a series of reviews covering most of the Basic D&D sets and modules. Rahasia was written by Tracy and Laura Hickman and appeared in DUNGEONS & DRAGONS, D&D, and PRODUCTS OF. YOUR IMAGINATION are trademarks owned by TSR, Inc. Are things popping up in your game that.
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The only way to free the captured maidens is to enter an old temple, built upon the ruins of a wizard’s tower buried under a mountain. Still, it’s more than the descriptions that make me dislike B7, it’s the way that Rahasia enforces the world it creates with GM-side rules that not only force the players to accept the adventure but penalize characters for not acting in a noble manner.
Rahasia still suffers from lesser problems beyond the absurd bombastic descriptions and mawkishness railroading.
Ravenloft is pretty good for example.
Adventure Review – B7: Rahasia
Thanks for the review and the suggestions. Dark Alliance Baldur’s Gate: And the transformations of all the NPC adventurers who had previously been caught by it, which could be very entertaining in the hands of a fiendish Dungeon Master.
The hook — a strong feature in any Hickman adventure — sees the players asked by the most beautiful elven maiden, Rahasia, to rescue her father and her betrothed from a temple that has been taken over by evil forces. I wonder how many parties became stuck because they drank the wine rather than using it with the statue?
Dungeons and Dragons D&d B7 Rahasia Adventure Module 9115 TSR
The ultimate foe in the adventure are a trio of witches that were trapped in statues long ago. Its product designation is TSR Rob May rahasja, at 3: This is fantastic advice and very timely as I was planning on using this module in an upcoming campaign. Rahasia is an adventure module published by TSR, Inc.
Gus L May 9, at 6: The original intention was for the adventure to be played in a single evening; this may have been true of the original publication, but not of this version! In the revised module B7 Rahasiathe adventurers must save a group of kidnapped elven women held in the dungeons beneath a good elven temple taken over by an evil cleric.
Wake of the Ravager Dark Sun Online: Yet Rahasia and Horror on the Hill to name another module from its era also have requirements for how they should be played.
The rest is left up to the DM to fill in. I appreciate the suggestions because they make an older resource more useful.
How would an average player map it? Newer Post Older Post Home. Views Read Edit View history. The personalities of the Rahib and the witches are not that well defined. It seems a dissertation by a sophomoric dungeon designer who demands you how to his superiority.
Adventure Review – B7: Rahasia – Merric’s Musings
In fact, I would call this dungeon the Mary Sue of dungeons, especially from this era. An elven village is threatened by a dark Priest known only as the Rahib.
We might do something about the weird Orientialism theme as well. The villains are well-portrayed and have definite objectives. But the deal breaker for this module for me is the incomprehensible teleport gate section. Beholder Drow dark elf Githyanki Illithid mind flayer Lich. Pages using deprecated image syntax All articles with unsourced statements Articles with unsourced statements from November Rahasia is a big adventure, with over areas described in the text raasia mere 32 pages.
Dragonlance Forgotten Realms Greyhawk Ravenloft.
Dungeon of Signs: B7 – Rahasia – Review
The players will discover that many of their foes have been charmed by rahaasia witches, including the priests and acolytes of the temple. An excellent review and a module I still want to run someday. When there is little room to trick, bypass or drive off monsters short of a full on melee rahwsia is a railroad as well, where the only solution is combat, and thus combat must be of the sort that the party can sustain for the entire adventure.
Many of the monsters are the elven acolytes, the Siswa.
Curtis Smith Cover Art: You’re showing us how to take these classic “gems” and make them better. The magic items are not so great, but they are less common then in most early TSR modules and the authors have included a couple of interesting unique items. Some sense of the goals and potential outcomes of the module beyond – free the elf damsels, do good, adventure would also be nice. This module suffers the same presumption of lack of agency that the characters in the novels did IMO.
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