tl:dr; fun old school dungeon, menace telegraphed by the corpses of adventurers, bigger than it seems with lots of secrets that can get missed even when players pry into things.
Another of the adventures I got when Attronarch sold them off - I did a capsule review of The Hole In The Oak a while back and wanted to expand on the running experience.
As per that capsule review - The Hole in the Oak is an old school style dungeon with odd, unsettling things abounding and plenty of factions around. This is a 32 page zine with art more towards the 'grim things happen to adventurers' style of early D&D. The map is huge with ~ six main sections with lots of empty spaces. The dungeon is well Jayqauysed with many ways to loop around - when I ran it the players noped out of dealing with an obvious trapped arch that they could not figure out and decided to loop around and then later loop around again. The inhabitants all knowing that there were multiple ways to get anywhere also made conversations about directions entertaining.
Session Report: The Hole In The Oak
Party of three - Mountain Dwarf Rogue, Halfling Fighter, Elf Ranger
At the request of the town Arcanist, some wandering adventurers set out to find the wizards lair by a big oak out in the swamp and see how dangerous it might be. After considering enlisting some henchmen and deciding they would rather not split the loot, the party hiked out past the old skyburials, out past the mudpool shrine and after some tense negotiations with a tabaxi hunter, found a mysteriously dry patch in the middle of the swamp with a great gnarled old oak growing on it.
[DM Commentary - to this point the players were hexcrawling out to the adventure site, I was still working out whether wrapping these stand-alone adventures before and after with some hexcrawling was fun or a time sink. It increases the risk of people getting distracted or side tracked but does make the world feel more real with not everything being about the one thing they are looking into. Also in the course of the evening before they set off it became apparent that the halfling was a mighty local athlete of some reknown.]
Venturing down into the hole they found by it they squeezed past some grasping vines, argued with some root faces, trading a famed discus for some answers. The root faces told them that to find the wizard they needed to go back through the roots and the other way. They ranger was unwilling to hazard the roots again and so they set out to find another way around.
They trekked on to a big cavern and thence to a mysterious carved arch with a corpse in front of it. Searching the corpse and archway found the corpse was definitely dead from a big slice and the arch had nothing obvious to it. Some wandering troglodytes struck up a shouted conversation through the archway but with neither group will to cross it, our heroes wandered off to find another route.
[DM Commentary - the wandering monster tables came into play quite interestingly here - the party was semi-stalled out in front of the arch, intimidated by the obvious trap, when some troglodytes turned up - also very much disinclined to deal with the trap. Running into a group that is not inclined to be baited into screaming and charging an obvious death-trap, where the correct answer is to tell them to sod off and go around is pretty iconic for old school dungeon crawling.]
They found a room full of mysterious sand, a spectral fight between man and giant lizard and then arrived into a big hall full of work statues with many doors. Searching there yielded little beyond trails.
The next door they tried revealed another corpse and another arch - they rummaged through the corpses pockets, found some coins and then decided to leave this arch alone too. They decided to try the door on the other side of the hall... and found another arch! A sharp eyed party member spotted the glint of eyes above it then the ferocious halfing charged into combat. Some unlucky misses by the giant spider and a critical hit from a longbow led to a resounding victory and the party pressed onwards through this arch.
Marching past a statue and some mirrors they came to a large room with a big rug - and decided to head north, away from their stated goal of the passage beyond the roots. A careless step and the rogue vanished, snatched away to the bat cavern by an unseen magic circle. The ranger and fighter press on a little, finding a locked room with some troglodytes and after a tense but informative conversation around a scarcely opened door, they too decide to step on the magic circle to follow and find their comrade.
[DM Commentary - this is one of the eternal challenges for how to handle surprise party splits - tell the player who just vanished 'I'll get to you in a minute' and make the rest of the party make suitably uninformed decisions, that at least everyone can listen to? Pull the vanished player to one side and play things out with them while the other cool their heels - the fact that time is required to deal with it being information in itself? Just continue play for the vanished player and let the mystery collapse for the rest? I did the first but pushed pretty hard for a decision from the rest to keep the vanished from getting overly bored.]
The rogue appears elsewhere - in a new part of a familiar bat-stinking cavern - and choose between three doors ahead of them. Skirting some beetles feasting on a kill they squeeze arduosly through a tight, slimy crevasse. By the time they had emerged into an cavern full of stalactites with another door they heard noises on the far side and opened it to find the ranger and fighter just appeared.
They made their way back down the bat cavern, retracing their steps past the sand, the dead spider and carefully around the rug until they entered a passage where an illusory image of the wizard sprang to life with a halting and partially complete welcome. Deciding they had fulfilled the letter of their mission by finding out about the place and being right beside the entrance, they climbed out and hiked home to be paid.
The party netted 2 gold, 14 silver each as their share of the coins found on the dead dwarf; plus payment from the Arcanist that far outstripped that.
[DM Commentary - the route the party took missed pretty much everything valuable; this was poor, hazardous pickings from their point of view. The 'pry up everything, poke in every corner' mentality of real old-school dungeoneering was absent so traps and treasures were missed as the party remained very wary of traps.]
Session Report Ends
It was a little tricky to navigate the book - because it is so Jayquaysed you have rooms connecting which are far apart in the book which drives a fair amount of flipping about. The many corpses of unlucky previous adventures kept the tension very high and inculcated a healthy respect for the traps and hazards they suspected were about. As I previously wrote "The old school approach of 'here is a thing, sticking your hand in is entirely up to you - and entirely optional' is well on display."
This venture was a scouting run - the players declared they had enough to get paid and bailed leaving extensive blocks of the dungeon untouched and without real clues to what might be there beyond a sense the place was definitely bigger. I am not sure the players were even left convinced there was anything worth going back down there for - they missed clues to treasures - and it would pretty much need new rumours to get them to go back.
Overall great adventure-per-weight for gaming away from home - slim and densely packed with lots of directly adventurable content. There was way more thaan I used for this four-hour slot, probably another two similar sessions could be wrung from this, lots of adventuring.

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