Rakshasa. For centuries, these diabolical creatures have hunted humanity and preyed upon its flesh. Now the Mists have opened upon the land of Sri Raji, home of dread Arijani, the rakshasa lord. Arijani
Suite de la description
is the mastermind behind a deadly game of illusion where plots lie within plots that lie within plots. The wise will trust neither their eyes nor their wits, for nothing is as it seems in Sri Raji. The rakshasa have laid their traps of intrigue for the unwary.
This time, the unwary are your characters.
For characters level 7th to 9th.
Product History RM3: Web of Illusion (1993), by William W. Connors, is a 64-page 2nd edition Ravenloft module. It's set in the India-themed domain of Sri Raji, a place of terrible jungles, steaming air, crowded cities, and accursed temples. Non-Western settings are so rare in D&D that it's a delight to see one here: Sri Raji is highly fictionalized, but filled with Indian flavor regardless. This is a setting for horror and adventure, not a parody. Untouchable. The adventure goes out of its way to make the PCs feel like outsiders in this new land. In cities such as Pakrat, locals will actively avoid looking at the strangers, and completely ignore them when possible. The characters are constantly reminded of their place as outsiders, entities from the outside looking in, and this creeping isolation tends to color the way that the heroes interact with the dread realm and its inhabitants.
Can they still be heroic, even when the people they champion do not consider them to be worthy of attention? It's an interesting conundrum, and not one you see often. Hunted. Sri Raji is a land of tigers, of great beasts and silent, stealthy death. The jungle is a dangerous and hostile place full of poisonous snakes, silent tigers, and carniverous plants. No walk in the park, here - it's explicitly stated that trying to survive the jungle is akin to stealing from a dragon's hoard. Despite this, it's clear that Connors doesn't prefer mechanical means of instilling or simulating far. Ravenloft's traditional Fear and Horror checks are discouraged, with suggestions that the DM build a scary environment with his descriptions instead. Adventurous World-Building. The adventure layout is beautifully organized, with clearly labeled sections for encounter preparation, theatrics, aftermath, pacing, and the like. The text covers a number of possiblities during any given encounter, and it's a good thing it does; when the most dangerous opponent is a stunningly deadly and duplicitous illisionist rakshasa, and assassins are everywhere, the DM's guidance comes in handy. Even more valuable, though, is the adventure section discussing the cities, jungles, and culture of Sri Raji. It's a quick look at the caste systems, of accursed cities and the Chosen of Kali, of reincarnation and weretigers and secret societies. This is a place where plots lie within plots and manipulation is a way of life, and it's a good quick education for DMs who want to explore more non-Western settings. About the Creators. This book is designed by William W. Connors, an author and designer whose work at TSR spans product lines as diverse as Ravenloft, Dragonlance, Planescape, Mystara, and Alternity. You can find his monsters within eight of the 2nd edition D&D Monstrous Compendiums . About the Product Historian History and commentary of this product was written by Kevin Kulp, game designer and admin of the independent D&D fansite ENWorld. Please feel free to mail corrections, comments, and additions to firstname.lastname@example.org.