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


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You say that like they don’t.🤔

Perhaps that would help it. But probably not.

A nymph stands before you on the road. The area is as flat as a pancake as far as the eye can see. She is a standard five-fingered nymph, though she seems perplexed to see you. She distractedly pets a standard five-footed poodle. The dog does have a secret compartment that contains a six-fingered foot. Her name is Chloe. The Nymph's name is Jack.

Jack the nymph (AC 9; MV 12"; HD 3; hp 15; #AT 0; Dmg nil; SA Blind/kill if victim sees her; SD Dimension Door) is not hidden.

"Hello. I see you, do you see me?"

Roll 1d6. On 1-3 the the players see the nymph and must save vs death, on 3-4 they see the nymph and save vs blindnesss, on a 5 the chihuahua sees the nymph and dies, and on a 6 the chihuahua sees the nymph and goes blind.

"I was afraid of that," Jack says, wringing the poodle in her hands.

Roll 1d6. On 1-3 Jack hands the players Chloe, on 3-4 Jack throws Chloe at the party, and on a 5-6 Chloe uses Dimension Door to travel to a nearby hillock.
 

When I was playing around wirh DallE image generation, I was actually quite surprised that when fed the text from this module...the AI produced fairly coherent imagery. It is turgid prose, and not at all good...but it does at least paint a picture, I guess?
 
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I asked ChatGPT to create an encounter in the style of the Forest Oracle. Here's what it produced:


Certainly! N2: The Forest Oracle is known for its whimsical and sometimes bizarre tone, classic 1st Edition AD&D mechanics, and a structure that’s more of a linear sequence of encounters rather than a cohesive dungeon. To create a similar encounter, I’ll keep it in line with the tone: mysterious, a little odd, morally ambiguous, and with an old-school flair.





🌲D&D Encounter: "The Toll of the Twisted Oak"​


Recommended Level: 3–5​


Setting: Deep forest path in an ancient, twisted woodland (or as part of a wandering forest adventure)​





Encounter Setup


While traveling through a thick, unnaturally gnarled section of the woods, the party comes upon a massive oak tree spanning the path like an archway. Its limbs stretch like arms, tangled and moss-covered, with faces of weeping dryads carved into the bark. A crooked sign dangles from a branch, swaying eerily:


“Toll Required: One Memory or One Lie”

Before the party can investigate further, they are addressed by a strange figure:





NPC: Darrin the Barktongue


  • Race: Human (?)
  • Appearance: Barklike skin, moss in his hair, robes of faded green
  • Disposition: Cheerful, riddling, cryptic, prone to shifting moods
  • Goal: Enforce the toll and ensure “the balance” is maintained.

“Ho there, leafborn! None may pass the Twisted Oak without paying tribute! Choose: a memory given, or a lie believed.”

He will not let the party pass unless each adventurer pays the toll.





Toll Options & Effects


  1. One Memory Given
    • The character loses a cherished memory (e.g., of their first mentor, a family member, or a victory).
    • Mechanical Effect: -1 to Wisdom-based checks for the next 24 hours unless Greater Restoration is cast.
    • Darrin conjures a glowing orb from their temple and pockets it in a hollowed knot in the oak.
  2. One Lie Believed
    • Darrin whispers a lie to the character. The character must make a DC 13 Wisdom save or believe it completely for the next 24 hours.
    • Examples of Lies:
      • “Your companions are imposters, replaced during the last full moon.”
      • “Gold is cursed. Every coin you carry will attract death.”
      • “You are being hunted by the King’s assassins.”
    • Failure causes minor paranoia or irrational behavior.




Complications


  • Refusal to Pay: The Twisted Oak animates and attacks (see below).
  • Betraying the Toll: If a character tries to trick the toll (lying about the lie, or faking a memory), Darrin vanishes in a scream, and the tree curses them with Barkskin that petrifies (turns to stone in 1d4 days unless reversed).




Animated Twisted Oak


  • AC: 16
  • HP: 85
  • Attacks: 2 Slam (+6, 2d6+4 bludgeoning)
  • Abilities:
    • Root Grasp: DC 14 Strength save or become grappled
    • Sap Spray (1/day): 20 ft cone, creatures must save vs Constitution DC 14 or be blinded for 1 minute




Treasure


If the tree is destroyed:


  • Inside its heartwoodis a hollow chamber containing:
    • A bag of 1d4 glowing memory orbs (can be consumed to regain a lost skill or memory)
    • A scroll of Modify Memory
    • A +1 Quarterstaff made from the branch of a dryad, whispers gently in Elvish when held




Atmospheric Notes


  • The forest hums with dissonant birdcalls
  • Faces in the bark seem to cry, grin, or whisper
  • A faint smell of honey and rot

I think it failed miserably. That's actually coherent.
 

I asked ChatGPT to create an encounter in the style of the Forest Oracle. Here's what it produced:

(edit)

I think it failed miserably. That's actually coherent.
That’s not anything like The Forest Oracle!

It’s too direct. The terminology is accurate and cogent. There’s nothing about it that makes you shake your head and go, “What did I just read?”
 

I asked ChatGPT to create an encounter in the style of the Forest Oracle. Here's what it produced:


Certainly! N2: The Forest Oracle is known for its whimsical and sometimes bizarre tone, classic 1st Edition AD&D mechanics, and a structure that’s more of a linear sequence of encounters rather than a cohesive dungeon. To create a similar encounter, I’ll keep it in line with the tone: mysterious, a little odd, morally ambiguous, and with an old-school flair.





🌲D&D Encounter: "The Toll of the Twisted Oak"​


Recommended Level: 3–5​


Setting: Deep forest path in an ancient, twisted woodland (or as part of a wandering forest adventure)​





Encounter Setup


While traveling through a thick, unnaturally gnarled section of the woods, the party comes upon a massive oak tree spanning the path like an archway. Its limbs stretch like arms, tangled and moss-covered, with faces of weeping dryads carved into the bark. A crooked sign dangles from a branch, swaying eerily:




Before the party can investigate further, they are addressed by a strange figure:





NPC: Darrin the Barktongue


  • Race: Human (?)
  • Appearance: Barklike skin, moss in his hair, robes of faded green
  • Disposition: Cheerful, riddling, cryptic, prone to shifting moods
  • Goal: Enforce the toll and ensure “the balance” is maintained.



He will not let the party pass unless each adventurer pays the toll.





Toll Options & Effects


  1. One Memory Given
    • The character loses a cherished memory (e.g., of their first mentor, a family member, or a victory).
    • Mechanical Effect: -1 to Wisdom-based checks for the next 24 hours unless Greater Restoration is cast.
    • Darrin conjures a glowing orb from their temple and pockets it in a hollowed knot in the oak.
  2. One Lie Believed
    • Darrin whispers a lie to the character. The character must make a DC 13 Wisdom save or believe it completely for the next 24 hours.
    • Examples of Lies:
      • “Your companions are imposters, replaced during the last full moon.”
      • “Gold is cursed. Every coin you carry will attract death.”
      • “You are being hunted by the King’s assassins.”
    • Failure causes minor paranoia or irrational behavior.




Complications


  • Refusal to Pay: The Twisted Oak animates and attacks (see below).
  • Betraying the Toll: If a character tries to trick the toll (lying about the lie, or faking a memory), Darrin vanishes in a scream, and the tree curses them with Barkskin that petrifies (turns to stone in 1d4 days unless reversed).




Animated Twisted Oak


  • AC: 16
  • HP: 85
  • Attacks: 2 Slam (+6, 2d6+4 bludgeoning)
  • Abilities:
    • Root Grasp: DC 14 Strength save or become grappled
    • Sap Spray (1/day): 20 ft cone, creatures must save vs Constitution DC 14 or be blinded for 1 minute




Treasure


If the tree is destroyed:


  • Inside its heartwoodis a hollow chamber containing:
    • A bag of 1d4 glowing memory orbs (can be consumed to regain a lost skill or memory)
    • A scroll of Modify Memory
    • A +1 Quarterstaff made from the branch of a dryad, whispers gently in Elvish when held




Atmospheric Notes


  • The forest hums with dissonant birdcalls
  • Faces in the bark seem to cry, grin, or whisper
  • A faint smell of honey and rot

I think it failed miserably. That's actually coherent.
I asked ChatGPT to write me an encounter in the same style as the Brigands encounter. This is what it gave me:

7. THE SICKLY WOLF

A large gray wolf limps out of the underbrush. It is favoring its left hind leg and walking with a noticeable wobble. There is something odd about its eyes — they are glassy, but not with madness. A faint green ooze dribbles from its mouth. It does not make any noise as it approaches. It stops twenty feet away from the party and stares at them for a full round without blinking.

The wolf has been poisoned by eating spoiled meat near the ruins to the north (Area 12). It is confused and partially blind. The wolf will not attack unless the party makes any sudden movement (such as drawing a weapon, casting a spell, or saying the word “wolf” out loud). If startled, it will lunge at the party in a panic.

Sick Wolf (Animal; AC 8; MV 9' per round; HD 2; hp 6; % in Lair 0%; #AT 1; Dmg 1-4 [bite]; SA Rabid Snap (on attack roll of 20, target must Save vs. Poison or suffer -2 to hit rolls for 1d4 rounds); SD None).

If the wolf is calmed (with a successful Animal Handling check at -2, or by offering food gently), it will whine and collapse in the dirt. If tended to for an hour or more (using healing magic or herbalism proficiency), it will recover slightly and begin to follow the party at a distance of 30 feet. It will not fight for them, but it may howl to warn of approaching enemies or lick the wounds of a downed ally once per day (restoring 1 hit point).

If killed, the green ooze in its mouth can be collected in a vial (Alchemist’s Tools or vial required). This fluid may be used to coat one blade and gives the next attack made with that weapon a +1 bonus to damage. It becomes inert after one use or after one hour.

There is no treasure.

Still not as LOL as the actual thing but better than what it gave you!
 

I asked ChatGPT to create an encounter in the style of the Forest Oracle. Here's what it produced:


Certainly! N2: The Forest Oracle is known for its whimsical and sometimes bizarre tone, classic 1st Edition AD&D mechanics, and a structure that’s more of a linear sequence of encounters rather than a cohesive dungeon. To create a similar encounter, I’ll keep it in line with the tone: mysterious, a little odd, morally ambiguous, and with an old-school flair.





🌲D&D Encounter: "The Toll of the Twisted Oak"​


Recommended Level: 3–5​


Setting: Deep forest path in an ancient, twisted woodland (or as part of a wandering forest adventure)​





Encounter Setup


While traveling through a thick, unnaturally gnarled section of the woods, the party comes upon a massive oak tree spanning the path like an archway. Its limbs stretch like arms, tangled and moss-covered, with faces of weeping dryads carved into the bark. A crooked sign dangles from a branch, swaying eerily:




Before the party can investigate further, they are addressed by a strange figure:





NPC: Darrin the Barktongue


  • Race: Human (?)
  • Appearance: Barklike skin, moss in his hair, robes of faded green
  • Disposition: Cheerful, riddling, cryptic, prone to shifting moods
  • Goal: Enforce the toll and ensure “the balance” is maintained.



He will not let the party pass unless each adventurer pays the toll.





Toll Options & Effects


  1. One Memory Given
    • The character loses a cherished memory (e.g., of their first mentor, a family member, or a victory).
    • Mechanical Effect: -1 to Wisdom-based checks for the next 24 hours unless Greater Restoration is cast.
    • Darrin conjures a glowing orb from their temple and pockets it in a hollowed knot in the oak.
  2. One Lie Believed
    • Darrin whispers a lie to the character. The character must make a DC 13 Wisdom save or believe it completely for the next 24 hours.
    • Examples of Lies:
      • “Your companions are imposters, replaced during the last full moon.”
      • “Gold is cursed. Every coin you carry will attract death.”
      • “You are being hunted by the King’s assassins.”
    • Failure causes minor paranoia or irrational behavior.




Complications


  • Refusal to Pay: The Twisted Oak animates and attacks (see below).
  • Betraying the Toll: If a character tries to trick the toll (lying about the lie, or faking a memory), Darrin vanishes in a scream, and the tree curses them with Barkskin that petrifies (turns to stone in 1d4 days unless reversed).




Animated Twisted Oak


  • AC: 16
  • HP: 85
  • Attacks: 2 Slam (+6, 2d6+4 bludgeoning)
  • Abilities:
    • Root Grasp: DC 14 Strength save or become grappled
    • Sap Spray (1/day): 20 ft cone, creatures must save vs Constitution DC 14 or be blinded for 1 minute




Treasure


If the tree is destroyed:


  • Inside its heartwoodis a hollow chamber containing:
    • A bag of 1d4 glowing memory orbs (can be consumed to regain a lost skill or memory)
    • A scroll of Modify Memory
    • A +1 Quarterstaff made from the branch of a dryad, whispers gently in Elvish when held




Atmospheric Notes


  • The forest hums with dissonant birdcalls
  • Faces in the bark seem to cry, grin, or whisper
  • A faint smell of honey and rot

I think it failed miserably. That's actually coherent.
I really like that, and needed a short forest encounter for my next session. The party recovering other people's lost memories seems like a great exposition or quest hook opportunity.

Of course the AI dropped the ball by not having the tree preserve memories in amber.
 


I asked ChatGPT to write me an encounter in the same style as the Brigands encounter. This is what it gave me:

7. THE SICKLY WOLF

A large gray wolf limps out of the underbrush. It is favoring its left hind leg and walking with a noticeable wobble. There is something odd about its eyes — they are glassy, but not with madness. A faint green ooze dribbles from its mouth. It does not make any noise as it approaches. It stops twenty feet away from the party and stares at them for a full round without blinking.

The wolf has been poisoned by eating spoiled meat near the ruins to the north (Area 12). It is confused and partially blind. The wolf will not attack unless the party makes any sudden movement (such as drawing a weapon, casting a spell, or saying the word “wolf” out loud). If startled, it will lunge at the party in a panic.

Sick Wolf (Animal; AC 8; MV 9' per round; HD 2; hp 6; % in Lair 0%; #AT 1; Dmg 1-4 [bite]; SA Rabid Snap (on attack roll of 20, target must Save vs. Poison or suffer -2 to hit rolls for 1d4 rounds); SD None).

If the wolf is calmed (with a successful Animal Handling check at -2, or by offering food gently), it will whine and collapse in the dirt. If tended to for an hour or more (using healing magic or herbalism proficiency), it will recover slightly and begin to follow the party at a distance of 30 feet. It will not fight for them, but it may howl to warn of approaching enemies or lick the wounds of a downed ally once per day (restoring 1 hit point).

If killed, the green ooze in its mouth can be collected in a vial (Alchemist’s Tools or vial required). This fluid may be used to coat one blade and gives the next attack made with that weapon a +1 bonus to damage. It becomes inert after one use or after one hour.

There is no treasure.

Still not as LOL as the actual thing but better than what it gave you!
The first paragraph certainly has the correct flavor if not the same taste.
 

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