
Rahasia is a classic TSR Basic D&D module, written in 1984.
I ran this for DCC, adapting on the fly for most things.
Play Time: Two sessions, 4 hours each.
General Thoughts: The elves required a bit of finesse, since DCC elves are definitely chaotic and Basic D&D elves are lawful. I put a rent suit of mithral scale mail on the elf traveling to get help, not expecting that one of the party wizards had mending. Shenanigans ensued.
Once in the dungeon, there’s way too many unlabeled, unclear teleporters. It was difficult to keep track of what went where, as a lot of the teleporters are one-way trips. Also, this dungeon is really tightly laid out. I think in the 16 page adventure there’s 100+ distinct areas, which was a totally different experience than more modern dungeons. The map is really tightly packed as well, rooms adjacent to each other with no breathing room.
I skipped the entire arena with the green dragon fight for a bunch of level 1 characters. I’m not sure how a green dragon is supposed to get caught in the arena anyways, but it’s an option. I’m not a big fan of arena battles in RPGs, since combat is the worst part of many TTRPG sessions – why make that a focus?
It wasn’t a bad experience running an old TSR module. A bit of the Wayback Machine. I don’t know if I’m eager to run a lot more TSR modules, since I think there’s been improvements in adventure design since 1984 when Rahasia was published. That said, you can see Rahasia has a definite theme and feel that Keep on the Borderlands and In Search of the Unknown are missing. The Hickman touch, I suppose.
Available on DMsGuild: https://www.dmsguild.com/product/17113/B7-Rahasia-Basic?affiliate_id=14013

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