Friday, February 13, 2015

B7 - Rahasia



Code       Title                                             Level     Author                                        Year
B7           Rahasia                                        1-3         Tracy Hickman, Laura Hickman    1983

About Tracy Hickman:


Together, Tracy and Laura wrote the original versions of the modules Rahasia and Pharaoh, publishing them privately. Pharaoh was originally published by DayStar West Media in 1980. In 1981, Tracy entered into a business arrangement to produce an arcade immersion game, but his associate disappeared, leaving the Hickmans with $30,000 in debts. Destitute and desperate, Tracy approached TSR with the modules Rahasia and Pharaoh, "literally so that I could buy shoes for my children". TSR bought the modules, but wanted to hire Tracy as well. Tracy recalls, "They said it would be easier to publish my adventures if I was part of the company. So, we made the move from Utah to Wisconsin. It was a terrifying experience. We had no money. My parents begged us not to venture into such foreign territory to pursue such a bizarre career. My father wrote that there was a secure job as a fry cook in Flagstaff (where my parents were living), and he pleaded with me to come take it."
When Tracy and Laura Hickman came to TSR, they brought Pharaoh with them. It was published as the first part of TSR's Desert of Desolation series (1982-1983). I6 Ravenloft (1983) was also written by Tracy and Laura Hickman. Tracy Hickman also wrote two supplements for TSR's Gangbusters role-playing game.

Dragonlance

As he was traveling from Utah to Wisconsin to join TSR, Hickman conceived the idea for a setting to make dragons fearsome once more. At TSR he found other creators who were interested in his project which was called "Project Overlord". Harold Johnsonbecame the project's biggest promoter to upper management and convinced Hickman to expand his initial idea of a three-adventure trilogy. Soon after, TSR management announced its intention to develop his series of dragon-based role-playing adventures. ]Hickman's proposal resulted in the Dragonlance Chronicles, which led to his association with Margaret WeisJean Black, the managing editor of TSR's book department, picked Hickman and Weis to write Dragons of Autumn Twilight and the rest of theDragonlance Chronicles series. This was the first project TSR had undertaken that would include adult novels as well as games, calendars, and other spin-off products. The original Dragonlance team was formed under Hickman's leadership. "Project Overlord" began as a novel and three modules, and beginning in 1984 grew into the first Dragonlance trilogy (by Weis and Hickman) and 15 companion modules. After Dragonlance Chronicles, Hickman and Weis wrote the Dragonlance Legends trilogy, which was published in 1986. By 1987, the Dragonlance project had sold two million books and a half million adventure modules.

About Laura Hickman:

Tracy and Laura wrote the original versions of the modules Rahasia and Pharaoh together, and privately published them. The Hickmans published Pharaoh through DayStar West Media in 1980. Tracy went into business, but his associate left the Hickmans with $30,000 in bad checks to cover. Driven into bankruptcy, Tracy sent Rahasia and Pharaoh to TSR, "literally so that I could buy shoes for my children". TSR wanted the modules, but hired Tracy as well: “They said it would be easier to publish my adventures if I was part of the company. So, we made the move from Utah to Wisconsin." The Hickmans also designed I6: Ravenloft (1983) for TSR.
Laura was the co-creator of Dragonlance (with her husband, Tracy Hickman) and was the inspiration for Laurana Kanan.

Misc Info:

The original Rahasia was written by Laura Hickman, and was first published in 1979 by Daystar West Media as a thirty two page booklet. Daystar West Media was Tracy Hickman's private publishing company, and no more than 200 copies were ever printed.[citation needed] Rahasia was the first in the Night Ventures line of scenarios.
The Hickmans decided to privately publish the first two adventures they had designed together, Rahasia and Pharaoh, which gained them a reputation on a local level. However, disaster struck when Tracy went into business with an associate who went bad, leaving the Hickmans to cover $30,000 in bad checks. They were driven into bankruptcy, and Tracy decided to sell their modules to TSR, "literally so that I could buy shoes for my children". TSR decided not only to buy the modules, but hire Tracy as a game designer. He said of the event: "They said it would be easier to publish my adventures if I was part of the company. So, we made the move from Utah to Wisconsin."
Tracy and Laura Hickman rewrote Rahasia, which was published by TSR in 1983 as a sixteen page booklet with an outer folder, with the code RPGA1, and sold as a limited edition only to members of the RPGA. In 1984, TSR revised and compiled RPGA1Rahasia and the second tournament module RPGA2 Black Opal Eye, and published the combined adventure as B7 Rahasia, a thirty two page booklet with an outer folder, featuring cover art by Jeff Easley and interior art by Easley and Tim Truman.
This module was later featured in the compilation B1–B9 In Search of Adventure in 1987.

Module Excerpt:  (Background)

Deep in a lush, enchanted forest lies a pleasant elven village. For years, the whole village prospered. The people lived from the forest around their mountain village and temple. Four weeks ago, an evil human cleric, known only as “the Rahib,” broke into the temple. He was looking for a treasure, a young maiden’s dowry, rumored to be in the temple. Instead, he discovered a secret cavern under the temple. The cavern contains the ruins of an ancient wizard’s tower. While exploring the ruins, the Rahib discovered three witches whose spirits’ were trapped in statues. 
The witches, Karelena, Solorena, and Trilena, convinced the Rahib to help them escape. To escape, each witch must take over a maiden’s body, trapping the maiden’s spirit in the statue where the witch was. Using the witches’ knowledge, the Rahib magically charmed and enslaved the Siswa, the elven students, and teachers who lived in the temple.
Two nights ago, the Rahib and the charmed elves sneaked into the village and kidnapped two elven maidens, Sylva and Merisa. The Rahib freed Karelena and Solerena, trapping Sylva and Merisa’s spir- its. The Rahib has only to kidnap Rahasia, the most beautiful elven maiden, to free the last witch, Trilena. When they are all free and together, the three witches are each much more powerful than when alone. So, until Trilena is freed, Karelena and Solorena will not leave the tower ruins. After finding a letter, the PCs (player characters) go to the elven village and meet Rahasia, the most beautiful elven maiden. Her father and her betrothed both went to the temple, but never returned. 
The PCs must go to the temple and find Rahasia’s father and betrothed. Then they must find the cavern, release the imprisoned elven maidens and destroy the Rahib and the witches. The Siswa (elven students and teachers) who were charmed by the Rahib are not really responsible for their actions because they are magically controlled. Encourage your players to think of ways to get around the Siswa without killing them. The charm keeps them in a dream-like state, but it is possible to talk to them. The charm also changes their alignment to chaotic. When the Rahib and the witches are destroyed, the Siswa change back to normal. Until then, however, they follow the Rahib’s orders. 
When the PCs encounter the witches, remind the players that the witches are using the bodies of elven maidens. Encourage the players to think of ways of capturing and defeating the witches without inflicting physi- cal damage. If the PCs capture a Siswa or witch, give the PCs the appropriate experi- ence points. If they kill a Siswa or witch, sub- tract the experience points from the PCs! To capture, rather than kill, a Siswa or witch, the players must say they are trying to capture their opponent. Then, count all dam- age toward unconsciousness, rather than death. NPCs fall unconscious when their hit points reach zero. PCs should usually have enough time to tie up unconscious enemies before they wake up. PCs cannot capture non-living opponents and creatures such as the water weird (see New Monsters). 

What we know:
We know here is an Elven Village in a mountain.
There is a cavern, temple, and broken wizards tower.  The language is kind of vague as to where the temple is.  I'm going to assume it's in town.  I am going to assume the cavern is outside of town.  The wizards tower is in the cavern, so nothing on the map will show.
We also know that there is a lush forest.

Note:  The Maps are getting larger, so I'm also going to provide a link, where you can download it, and open it up in a different program.







No comments:

Post a Comment