Originally posted here: http://theotherside.timsbrannan.-
"You soon are lead to an elven maid, whose veiled grace and beauty outshines all others present as the sun outshines the stars-she is Rahasia.
"Will you aid me?" she asks."
B7 Rahasia is an adventure for the BECMI version of the Basic rules. Since module B5 the Basic modules all featured the new BECMI trade dress, but B7 Rahasia is an older adventure with some solid history in the D&D game. But I am getting to the middle of the story.
Back in 1979 Tracy and Laura Hickman wanted to play AD&D but needed money to be able to buy the Dungeon Master's Guide. So like so many after them they wrote an adventure to sell so the could afford to pick up the DMG. That adventure was Rahasia.
Later the Hickmans would go to work for TSR and here they would give us what is arguably one of the greatest adventures of all time, Ravenloft, but before that, they republished Rahasia in 1983 under the RPGA banner. In fact, RPGA 1 Rahasia and it's sequel RPGA 2 Black Opal Eye were the first two RPGA adventures for the new BECMI Basic game.
Rahasia is for levels 1-2 and then Black Opal Eye for levels 2-3.
These currently go for a lot of money on eBay now. RPGA2 Black Opal Eye is available on DriveThruRPG, but the RPGA1 version of Rahasia is not.
Rahasia would get a third printing again in 1984 as the new adventure module B7 Rahasia.
This new version was a combination of the two earlier editions.
For this review, I am considering the PDF from DriveThruRPG and my original print copy from 1984.
Module B7 Rahasia
Tracy and Laura Hickman. 32 Pages, color cover, black & white interior.
Cover art by Jeff Easley. Interior art by Jeff Easley and Tim Truman
Maps by Diesel & D.C. Sutherland Ill
This adventure is a primary example of what has been called "the Hickman Revolution" and while it was independent of the design of the BECMI rules, it does dovetail into the rules and feel rather well. The Hickman Revolution can best be explained with the original requirements the Hickmans set for themselves in their adventures.
A player objective more worthwhile than simply pillaging and killing.
An intriguing story that is intricately woven into the play itself.
Dungeons with some sort of architectural sense.
An attainable and honorable end within one or two sessions playing time.
Another very strong point is an NPC/Antagonist that is more than just a mindless monster. This can be seen in Dragonlance and can be seen in its ultimate form in Count Strahd from Ravenloft.
These all exist in one form or another in this adventure. We have an evil cleric known as the Rahib, but is he really our "Big Bad" of this tale? No. But again I jump ahead.
The plot begins as a simple one. The characters agree to help an elven maid named Rahasia defeat a great evil that has come to her lands. This evil, the Rahib, has captured two elf maidens (Sylva and Merisa), Rahasia's father, and her fiancee. So the characters have to rescue the Prince this time! He has also taken control over a group of elven cleric/monks (essentially) known as the Siswa.
This is an important bit, so I am going to interrupt myself here. The Siswa are all mind-controlled, normally these are the elves that guard the temple, so they really should not be killed. In the Hickman Revolution simply killing things is never the way to go. This is true here. The characters need to find ways to incapacitate the Siswa, but not kill them.
Defeating the Rahib is fine, and getting to him is the first half of the adventure. The second half is discovering the REAL Big Bads. You might have seen them on the cover.
Part 2, or the part that was covered in Black Opal Eye, deals with the real villains of this piece. Here we learn that the Rahib had made a deal with the spirits of three dead witches, Karelena, Solorena, and Trilena. These witches have now taken over the bodies of the elf maids and want to get Rahasia for Trilena. They can accomplish this with the Black Opal Eye. When all three witches are freed they are much more powerful, so getting them before they can get Rahasia is the goal. Failing that any female character with a Charisma of 15 or higher is the target.
There are some traps, some false leads and some clues in the form of wine bottles. But all in all a very effective adventure with some nice twists. More importantly, it also gives us three (well four I guess) memorable NPCs. While the Rahib can be defeated, and ultimately forgotten about, the witches, Karelena, Solorena, and Trilena, are far more interesting and really should come back again in a future adventure.
There are maps, pre-rolled characters to use, and of course an elven princess who will be in your debt.
The adventure also features something that the "new" BECMI modules all would feature, new monsters.
Here we get the haunt, the water weird (an AD&D import), and the bone golem who will not see an AD&D rendition until Ravenloft.
I have often stated that I feel that Barovia, the lands of the mists featured in the Ravenloft adventure and line, came from the B/X & BECMI world of Mystara. Here is another connection. First, the idea of body-snatching undead witches is a strong horror trope. I am sure there are dozens of horror movies made before 1979 that feature this. I am sure I have seen at least a dozen or more of these myself.
Plus like Ravenloft, Rahasia was written by the Hickmans. Even in the 5e era the Curse of Strahd adventure for 5e lists Rahasia as an influence. Plus there are some other solid connections. Like finding the same wines in Rahasia's Wizard tower and in Ravenloft.
[5 of 5 Stars!]