The land lies under a curse. Fruit drops to the ground, its pulp black and rotten. Leaves curl and wither on the branches. Animals flee the parched vale, or starve. Long ago, the Downs prospered under the care of Druids. But the priests of nature have retreated deep into the woods and rarely show themselves. One old man claims that the Druids have the power to save the valley, if only someone could find their Oracle to seek help. Will you reach the Forest Oracle of the Druids in time? And if you do, can they really lift the curse? Or does the answer lie elsewhere? Only the most daring and cunning adventurers will save the Downs. For character levels 2-4.
I heard that this adventure was historically bad, so I had to read it. Unfortunately it was simply bad, with only one laugh out loud part. A nymph has put her lover to sleep, and is grateful for the party for awakening him ... something she could have easily done herself by a simple kick in the nads. Otherwise, this is a scripted wilderness adventure (this happens, then that happens, etc.) made just as TSR was losing its way and confusing adventures with novels. There isn't a single usable part of this adventure I can lift.
This module's storyline was OK (not without flaws as some other reviewers mention), but where it really falls down is in the editing. There are several quality errors with the boxed text and throughout the module. Additionally, it appears to have been written for Basic/Expert D&D before being adapted to AD&D; it uses entries such as "sword+1" (rather than a long sword or broad sword) and some pre-rolled fighters have Strength of 18 (rather than 18/xx, which would be typical for fighters with 18 Strength). From a storyline perspective it is fairly straightforward, but primarily works as an adventure on rails posing as a wilderness expedition. There is not much "play value" in this module for current players.