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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Thanks for the review and the suggestions. I appreciate the suggestions because they make an older resource more useful. I find a lot of reviews of older modules to be just, “It sucks ’cause You’re showing us how to take these classic “gems” and make them better. This is fantastic advice and very timely as I was planning on using this module in an upcoming campaign. I purchased this module because it has a distinct southeastern feel to it, if you remove the out-of place Tolkien elements I’m contemplating changing the elves into lizardmen or serpentmen.
I really disliked the heavy-handed railroading and the moral strictures, and your analysis here will really help me greatly in reworking an otherwise disappointing module.
One of the reasons I never did like the Dragonlance books although a few of the modules were fun is the oily prose and characters who seemed to be consigned to Fate whether they knew it or not. This module suffers the same presumption of lack of agency that the characters in the novels did IMO. And the same rahaasia of twee verse still makes me want to take a shower. But the deal breaker for this module for me is the incomprehensible teleport gate section.
How would an average player map it? Does the heartburn so induced in any way contribute to the dungeon?
Adventure Review – B7: Rahasia – Merric’s Musings
It seems a dissertation by a sophomoric rayasia designer who demands you how to his superiority. In fact, I would call this dungeon the Mary Sue of dungeons, especially from this era. I didn’t know the term ‘railroad’ inbut I called Rahasia an ‘insert characters here’ dungeon. This is where I got off the bus.
Thing is I actually have come around somewhat on the Hickmans – thier own railroads aren’t usually that pushy and heck in G1 Gygax forces the adventurers to raid the giants under penalty of execution so it’s not as id they invented that sort of hookcompared to their emulators. Ravenloft is pretty good for example. Monday, March 17, B7 – Rahasia – Review.
Rahasia is a story focused module written in by Tracy and Laura Hickman, the folks behind Dragonlance.
Adventure Review – B7: Rahasia
Not sure why the story and setting are so aggravating to me — it may be descriptions like: 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.
All this is unfortunate because there are some good set pieces in the haunted temple itself. Rahasia still suffers from lesser problems beyond the absurd bombastic descriptions and mawkishness railroading. Treasure placement is somewhat non-standard, with a few large caches rather then a constant dribble of valuables. 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.
The most serious problem, linked to the railroading impulse of the module, is a lack of factions in Rahasia.
Some sense of the goals and potential outcomes of the module beyond – free the elf damsels, do good, adventure would also be e&d. The box text isn’t even especially bad, it’s mostly short and fairly functional.
All of the poetry is terrible, and the wine jokes are bad, but I suppose one can spin that either as a function of poor translation or elven lameness.
I rather like the ink drawings in Rahasia more then B5 or B6, though they are similar. The relative weakness of the opposition is a problem that I think derives from the module as narrative as opposed to the module as location. Yet Rahasia and Rahasix on the Hill to name another module from its era also have requirements for how they should be played.
The party should walk up and engage them in melee with a pitiful subdual mechanic and not annihilate them with a single 3rd level magic missile strike or oil bomb. A module is better if it offers a problem and allows the players to find the solution, not simply a story to playact through. When there is little room to trick, bypass or drive off monsters v&d of a full on melee this 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.
Posted by Gus L at 4: The Angry Monk March 17, at 5: Seth March 17, at 6: Gus L March 17, at 6: Scott Anderson April 5, at 7: Rob May 9, rahasai 3: Gus L May 9, at 6: Only a member of this blog may post a comment.
Newer Post Older Post Home. We might do something about the weird Orientialism theme as well.