TSR Example from the worst TSR adventure module(s) ever published

I never read the module, but I played it.

And I have to reiterate, that as a 14-year old, I loved it.

We are judging these things as adults looking backwards.

It's kind of like "The Phantom Menace". Adults hated it, but there were few complaints from the 10-year olds the film was actually aimed at.

I can't deny that "The Forest Oracle" is bad from a empiracal standpoint of grammar, stat blocks, etc, but subjectively, I thought it was fun...as a kid.

We thought is was fun too-in a very MST3K kind of way (before there WAS an MST3k!)

When captured by orcs then sent out into the woods with AXES to work we were laughing so hard that I thought the session would never recover. :lol:

That's entertainment.
 

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Lidgar

Gongfarmer
Welcome back old friend. Glad we found you under that pile of apples. Almost did not recognize you with the sombrero.
 



Nomad4life

First Post
This is one of my favorite threads on the *entire internet* and I'm so happy to see it still around.

For those of you who missed it the first time, it spawned another thread called "Let's write a bad module" in 2005:
http://www.enworld.org/forum/general-rpg-discussion/148724-lets-write-bad-module.html

Which later inspired me to start a "Let's write a bad module II" in 2008:
[M20] Let's Write A Bad Module II - RPGnet Forums

Both are worth a look, just to see other people try their hand at "Forest Oracle" style room descriptions.
 

I owned this module once upon a time, but had forgotten all about it until I noticed the pic of the cover on page 1. I remember buying it because I thought it would involve forest combat against a horde of goblins and wolf riders (silly me). I remember leafing through it and later sobbing because I would never ever get back the 10 minutes of my life I had spent leafing through it. 'Sadly', this module was one of the many that I ended up absentmindedly losing over my many moves from town to town over the years...
 

shinmizu

First Post
Roll 1d6:

0) The nymph informs you politely to roll 1d6, not 1d10. Furthermore, she melodically clarifies that a 0 on 1d10 is actually a 10. She does this without singing or being an acrobat.
1) The nymph is surprised.
2 - 3) The winter wolf is surprised.
3) Schrodinger's Cat may or may not be surprised.
4 - 6) The sleeping deer is surprised, but cannot be awakened.
7) The players are surprised and demand to see your d6.

You see three brigands trotting at a medium pace. All are wielding axes, and have no weaponry. They do not have any secret compartments. All are male. They are outside their lair. (Fighter; AC 5; MV 6' per round; HD 3; hp 13; % in Lair -33%; #AT 1; Dmg 1-6 Axe; SA None; SD Standard). If any one brigand enters the lair, she vanishes and the % in Lair chance increases to zero %.
 
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Thornir Alekeg

Albatross!
A soundly sleeping nymph is wringing her hands and looking at the party. Her eyes imploringly ask for help. If somebody shakes her, she awakens. Roll 1d6

1: The nymph falls asleep.
2-3: The nymph offers the party an apple. If they take it, she gives them 100gp.
3-4: The nymph attacks the party.
6: The nymph begs the party for release the the clutches of a Necromancer.

The Necromancer is both laughing and crying as they review their evil Thread Necromantic work. All players must roll a save vs. spell or lose two points of INT permanently. If the Necromancer is killed, he dies until he rises again.
 

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