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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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...
 

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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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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