Rahasia is one of two adventures that the Hickmans originally self-published, along with the other classic Pharaoh. It was originally published by their Daystar West Media in 1980, in a run of no more than 200 copies.
The Hickmans originally wrote and sold D&D adventures to fund their own interest in the hobby. However, they ran into financial difficulties and sold their first two adventures to TSR, who also hired Tracy Hickman as a writer.
Both adventures had what was at the time a revolutionary philosophy: that adventures should be about something more than just killing and looting (which was the point of a lot of early D&D adventures).
Rahasia throws the characters right into a rescue operation: they receive a letter from the elven maiden Rahasia, who seeks their help to rescue two other maidens, kidnapped by an evil wizard who has also enchanted the elves at a local temple to serve him.
In a sense, the entire adventure is a puzzle: most of the defenders of the temple are these Siswa who have been ensorcelled by the evil wizard Rahib. Assuming they are halfway good characters, they will have to find ways to take down the defenders without hurting them.
There are many other clever puzzles, including a rather classic puzzle in which the path through a magical maze is hidden in plain sight on the labels of wine bottles.
The temple complex is quite massive and elegant, and shows another Hickman design philosophy: that dungeons should have some architectural sense to them.
There are some genuine fights in the adventure, but even some of these are puzzles. A bone golem guards one passage, and it is unlikely to be defeated by the low-level adventurers; they need to find another way past it.
(Spoiler about the plot of Rahasia follows, in case you don't want to know!)
The biggest puzzle comes in the rescue of the elven maidens! It turns out that Rahib is seeking new bodies for a trio of powerful witches trapped in stone ages ago. The PCs must figure out how to drive the witches from the bodies of the innocent maidens.
The interior art of the adventure is excellent, by some of the classic artists. This skeletal warrior woman is a particular favorite of mine.
The adventure also introduces a number of potential allies to aid the players in their quest -- if they aren't hasty and start a fight with them!
Rahasia is considered one of the really great early D&D adventures. The Hickmans, of course, would go on to create some of the most popular series in D&D of all time: Ravenloft and Dragonlance! /END
PS as always, I got a lot of useful information from DriveThruRPG's resident historian! More there. drivethrurpg.com/product/17113/…
• • •
Missing some Tweet in this thread? You can try to
force a refresh
Since I've already seen an incredible amount of this abuser logic coming from the pro-forced birth crowd, I wanted to take a moment to address it. I too started out as a person with a "moderate" view of abortion -- which it turns out is exactly what Roe allowed. 1/
But it quickly became clear that the pro-forced birth movement have no interest in making abortion less common. They have no interest in comprehensive sex education, easy access to contraceptives, or resources for family planning and support. 2/
In fact, they largely oppose these motions. Famously, when Sandra Fluke argued before Congress that women should have better access to birth control, she was labeled a "slut." Pro-forced birthers have no interest in any practical means of reducing abortion. 3/
Crichton’s most pro-science novel was probably The Andromeda Strain… where the story ends with the virus mutating all by itself to a harmless strain, with the scientists doing nothing, and the scientists almost nuking themselves.
One could argue that he was just telling a good story… until his 2004 novel State of Fear, where he basically declared global warming a hoax and portrays people trying to fight climate change as terrorists.
Time for an #OldSchoolDungeonsAndDragons that is truly classic! Gods, Demi-Gods & Heroes (1976), by Robert Kuntz and James Ward!
This book was the fourth and final supplement to the original "0th edition" D&D rules. It starts with a pretty amusing foreword by the editor. One of the rare times I know of that an editor admits "loathing" the project they worked on!
Curiously, the latter part of the foreword shows that the book was designed to address another early problem in D&D: power "Monty Haul" gamers! Basically: "Here are the stats of literal gods. If your characters are more powerful, you're doing something wrong."