Originally published in 1979 by Daystar West Media in their Night Ventures line Rahasia was written by Laura Hickman and is most often thought of as the first module written solely by a female writer. When TSR purchased Daystar West Media they released the module again in 1983 as the first in the RPGA line of modules. In 1984 it was merged with Black Opal Eye (RPGA2) and released as B7 Rahasia. It also then later appeared in the B1-9 compilation though I am not counting that as a different release.
The module is different in a number of ways from the other modules in the B series. The setting of the module though cantering around an elven village has a very definite Arabic flavor to it. Another item is that for a very specific reason the module does not focus on killing things. The focus needs to be on stealth, roleplaying and creative problem solving. The name of the module Rahasia is Indonesian for secret and there is perhaps a reason for that being used.
The module is only 32 pages long but most of it is actually dedicated to the major area of the adventure. The adventure is large enough that I would suspect it will last two good sessions for normal party and it might last even more depending on the players. There is combat to be had but again the module is going to focus more on problem solving and players who enjoy combat more might be a bit put off by some concerns the module will raise.
I am a fan of most of the B series modules. The level range for this is not my favorite but all of the B series modules seem to make it enjoyable enough to be a low level character that I think that I have run and/or played them all. I would hate to have to pick which of the B series would be my favorite but I think B7 would have to be in the running is at worst in the top three. But then they are for the most part all better than much of what is commercially released today. If you can find this pick it up.
From the back of the module:
Grey Mountain lies deep in the lush elven forest. The temple there was a haven of meditation and learning - until taken over by an evil cleric known as the Rahib.
Far under the mountain, he paces before the temple's great altar. A brown-robed servant rushes in and falls to his knees. Trembling at the sight of the Rahib's black panther. "Rahib, adventurers came to the village as the sun rose - the strangers now protect Rahasia"
A scowl crosses the Rahib's face. "I must have Rahasia! Attack again tonight." As the servant scurries away, a deep growl rises from the giant cat.
Gripping the panther's leash, the Rahib paces again, speaking out load. "We must dispose of these strangers quickly; the secret beneath the temple will not wait much longer."
For character levels 1-3
Area of Effect: 6" Sphere
Casting Time: 3 Segments
Saving Throw: None
When this spell is cast the magic user causes their party to travel backwards in time. This will reset them to a specific point in time. The caster will pick the point in time when the spell is cast.
The caster will need to pick a point in time that is no farther back then their intelligence score plus three in rounds (minutes). When the spell is complete the casters party will immediately be reset. The part will have knowledge of what has transpired previously. There is nothing to say that if they change their course of action that other things won't change as well. Anything that the party may have acquired in the first run through the timeline will need to be removed and any items used restored.
The spell will have some negative side effects though due to the nature of what it does and the powerful magic involved. When the party is reset they will need to make a saving throw versus magic. If they save then they will only be stunned for one round while those that fail will be stunned and disoriented for two rounds.
The magic user will not be stunned but will suffer other effects. They will be aged five years by the powerful energies involved in the casting of the spell. They will also need to make two rolls. The first is for the spell itself as the magic for this spell is bound powerfully to its inscription. There is a 5% cumulative chance per use that the spell will vanish from the spell book after casting and will become such that it can't be memorized by that caster for a period of one year. The other will be a saving throw that if failed will cause the caster to lose 1d4 points of intelligence. These will be regained at a point per day.