The Hole in the Oak

By Gavin Norman
Necrotic Gnome
OSE - B/X
Levels 1-2

A hole in an old oak tree leads characters down to a maze of twisting, root-riddled passageways, the chambers of an ancient wizard-complex, and the banks of an underground river where once a reptile cult built their temples.

This 32 page adventure describes a sixty room dungeon with a bit of a fanciful air to it. Pretty well organized, things to talk to, some interactivity, and decently evocative writing makes this one worth checking out.

Usability. Gavin has his format down. He’s used it several times now and he’s getting better at it. There’s no one right way to do things but he’s found a way that works for him and goes a long way to making the adventure usable. 

A room will have a name, like “55. Gnome Home II” This immediately orients the DM to the room and gets them thinking about that type of room. Bedroom. Kitchen. Hall of Portraits, etc. He then follows that with a series of bolded words/phrases, usually two or three words. The bolding helps the DM pick these things out, major features of the room. This is followed by a short little section of a few more words, two or three, in parens, providing just a little more information about those things. This is followed up by little arrows with bolded headings, expanding more on the features noted previously. So a bolded Cupboard (jumbled jars of fish and mushrooms) might also have a Searching the Cupboards: with a few words on one jar with something else in it. 

The only misstep with this is additional information for the room. Some rooms have MORE headings, in brown, matching the color of the rooms titles and therefore not standing out as a part of the same room. They note other major things in the room. So, room 40, Lizard Shrine, has Stone Blocks, Stench, and Muck & algea all bolded. West you hear crashing water and Movement in room (slipping) are the bolded followup up sections. And then there’s another “brown bolding” heading with “4 Giant Lizards” and a few paragraphs of stats. And then ANOTHER brown heading section on Lizard God Alter … and some more bolded follow-ups. And then ANOTHER brown heading section about skeletons/stats.

I think the intent is to look at the initial bolded section, and then scan the text for the MAJOR BROWN HEADINGS to give a basic description of the entire room. I think I understand it, but I don’t think the impact is as good as it could be. It’s not BAD, but there’s something off aboutit that could be better. Something ta the beginning about the major features, maybe, in the initial room bolded section, would have helped a lot, as would maybe using a different color, etc, for the major room headings. Still, that’s a “is not perfect” and not a “bad.”

The map, from a usability standpoint, is great. It’s clear, the numbers are in their own little colored boxes so they don’t blend in to the map. It’s full of details like slopes, ledges, pools, beds, and so on. It’s not a battle map, and it doesn’t attempt to show every feature of a room, but it does a great job of evoking the room. That’s great from both a usability standpoint and from an evocative/inspiring the DM standpoint. Some rooms get extra map notes, with a major feature in them like “Sheep Fauns” or “Root Faces.” There’s enough interconnectivity to make it an ok map … which should be expected once you hit the sixty room threshold. 

The dungeon is littered with unexplained things, for the DM to expand upon and use. An odd assortment of boots and gloves, and wooden chess pieces, all with no meaning or content but for the DM to supply. I get the intent but I’m not sure it supportable to the extent intended. One open-ended thing? Ok. But two feels like we were short-changed on some interactivity of dungeon-wide puzzle. 

And to add more to that … it feels like interactivity is a bit light. Or maybe I mean that it feels sometimes like the interactivity is more “Isn’t that weird?” sorts of things. Ed Greenwood museum adventures, or the Chess room on Dwimmermount level one. A room with something weird going on in it but without any other impact on the adventure. No resource to exploit or reason to really mess with the room. Some of that it ok in a dungeon, but most of the dungeon should contribute in some way to active play. And this adventure sometimes feels like it drifts too far in to museum territory. A lever that turns some statues nearby to gold but only for ten minutes. Uh. Ok. 

This also has perhaps a balance issue. Yes, I know, it’s old school and we don’t give a fuck about that. BUT, there is a “Levels 1-2” range recommended. For a seven ghoul encounter. Or multiple monsters only hit by magic/silver. Or the room with twenty evil traitorous gnomes. It feels like at levels 1-2 you’d be running away all the time, after each encounter. And yet level 3 seems a bit high also. I don’t know. It feels off. And so does the amount of loot. OSE is just B/X right? It feels very light in the cash and magic department. 

Still, this is a great adventure. A little fanciful, with Sheep-people walking upright in their tweeds, and talking trogs named Old Gregg, Nancy Fingers, and Tomfool right out of The Hobbit. It doesn’t get crazy in the fanciful area, but it does lean toward the troll/spider/goblin side of the Hobbit. Which I think is a magnificent genre and am well aware some people do not.

This is $7 at DriveThru, and easily worth that. The preview is nine pages and shows you about eleven encounters (in the back half of the preview). It’s worth taking a look at, even if you are not interested in the adventure, just to get a look at the formatting.  

https://www.drivethrurpg.com/product/284852/The-Hole-in-the-Oak?1892600

Bryce Lynch

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Bryce Lynch

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