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<blockquote data-quote="Lancelot" data-source="post: 7657230" data-attributes="member: 30022"><p>Yeah, there's some problems with Forest Oracle. Multiple "helpless maidens in dangers", erroneous stats, a bit of railroading, some unbalanced encounters, poor writing. However, there's a lot of useful stuff in there as well, <em>for the age of the module</em>. There are some interesting set pieces. Some memorable NPCs (e.g. a crazed dwarf who thinks that rats/osquips are orc invaders). A surprising "final boss" in a dangerous lair. A "dungeon" where all the bad guys are away when you first arrive, etc). The artwork is good. The maps are good.</p><p></p><p>As a DM, I've run it multiple times and every group has always enjoyed the module. It makes a great starter module. The setting is varied (forest, tunnels, ruins, snow). The situations are usually fairly straight-forward. There's a basic plot, rather than a simple kill-everything crawl. There's a large variety of creatures. The presence of traditional "friendly" creatures like dryads and pegasi and druids make it especially useful for younger players, with the module taking almost a fairy-tale flavor. Waking the sleeping prince, saving the dryad's tree, restoring the crops with a magical potion.</p><p></p><p>If you want the worst D&D modules ever published, you want to look at the Bloodstone series from the same era, or the supposed "comedy" module Castle Greyhawk. With no exaggeration, there's not a lot that a DM can do with a module (H3) where the party walks into a room and the tarrasque is there. That's literally it. The module says: this room has the tarrasque in it. Fight, move on. No backstory, no explanation, no flavor text. Don't even get me started on the notorious H4, the module made for 18th-100th level characters, featuring cowboy angels at the Alamo, killing Tiamat and Orcus out-of-hand as if they're glorified ogres, encounter areas which are basically "There are 100 liches here. Fight.", and traps which boil down to "Save at -6 or die, no magic allowed".</p></blockquote><p></p>
[QUOTE="Lancelot, post: 7657230, member: 30022"] Yeah, there's some problems with Forest Oracle. Multiple "helpless maidens in dangers", erroneous stats, a bit of railroading, some unbalanced encounters, poor writing. However, there's a lot of useful stuff in there as well, [I]for the age of the module[/I]. There are some interesting set pieces. Some memorable NPCs (e.g. a crazed dwarf who thinks that rats/osquips are orc invaders). A surprising "final boss" in a dangerous lair. A "dungeon" where all the bad guys are away when you first arrive, etc). The artwork is good. The maps are good. As a DM, I've run it multiple times and every group has always enjoyed the module. It makes a great starter module. The setting is varied (forest, tunnels, ruins, snow). The situations are usually fairly straight-forward. There's a basic plot, rather than a simple kill-everything crawl. There's a large variety of creatures. The presence of traditional "friendly" creatures like dryads and pegasi and druids make it especially useful for younger players, with the module taking almost a fairy-tale flavor. Waking the sleeping prince, saving the dryad's tree, restoring the crops with a magical potion. If you want the worst D&D modules ever published, you want to look at the Bloodstone series from the same era, or the supposed "comedy" module Castle Greyhawk. With no exaggeration, there's not a lot that a DM can do with a module (H3) where the party walks into a room and the tarrasque is there. That's literally it. The module says: this room has the tarrasque in it. Fight, move on. No backstory, no explanation, no flavor text. Don't even get me started on the notorious H4, the module made for 18th-100th level characters, featuring cowboy angels at the Alamo, killing Tiamat and Orcus out-of-hand as if they're glorified ogres, encounter areas which are basically "There are 100 liches here. Fight.", and traps which boil down to "Save at -6 or die, no magic allowed". [/QUOTE]
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