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TSR's 1984 adventure module N2: The Forest Oracle is often cited as one of the worst D&D adventures ever published. In particular, one passage is frequently quoted - and, indeed, it's pretty funny as it described a group of brigands who are not tarrying, not running, have no expressions, are not soldiers, are not joking loudly, are not singing, will volunteer no information, but will not lie if asked a direct question.

TSR's 1984 adventure module N2: The Forest Oracle is often cited as one of the worst D&D adventures ever published. In particular, one passage is frequently quoted - and, indeed, it's pretty funny as it described a group of brigands who are not tarrying, not running, have no expressions, are not soldiers, are not joking loudly, are not singing, will volunteer no information, but will not lie if asked a direct question.

4. THE BRIGANDS

A group of seven men approaches. They are following the road east, and are making good time, neither tarrying nor running. Their faces are expressionless. One is dressed as a cleric of some sort, and another is dressed as a traveling drummer. The others could be peasants or serfs going from one location to another for the harvest season. Each carries some sort of weapon. It is plain that they are not soldiers by their haphazard way of walking. They do not seem to be joking loudly or singing as they advance.

The party encounters seven brigands. One is the leader (Fighter; AC 5; MV 6' per round; HD 3; hp 13; % in Lair 20%; #AT 1; Dmg 1-6 Sword +1; SA Sword +1; SD Standard), of the other six brigands (Fighters; AC 7; MV 6' per round; HD 1-6; hp 10 each; % In Lair 20%; #AT 1; Dmg 1-6 [sword]; SA None; SD Standard). The brigands look like rough men and carry weapons that pilgrims or wayfarers would not.

The brigands charge when they are 25 feet from the party of adventurers. They are all armed with swords. Roll 1d6. On 1-3 the brigands surprise, on 3-4 there is no surprise, and on 5-6 the party surprises. The brigands will fight until they are all dead, or until the party has been killed. If a brigand is captured, he will offer to lead the party to his hide-out (Area 2A Map) if they spare his life. He will not volunteer any more information about the hideout, but will not lie if asked a direct question about it.


The main source of amusement in this encounter is the way the brigands are described not in terms of what they are, but what they are not; and they are described in terms of what they will not do. What do we know about these brigands?

  • They are neither tarrying nor running
  • They have no expressions on their faces
  • It is plain they are not soldiers
  • They carry weapons pilgrims or wayfarers would not
  • They will not volunteer information
  • They will not lie if asked a direct question
Additionally, of course, there's the use of a d6 with two 3s on it.

For those who can't live without a copy of the adventure, it's available here on DndClassics.com.

The above passage has inspired parodies, and this thread is full of them. Simplicity describes an encounter as follows:

A group of men head by. They are not tarrying or running. Nor are they singing. They don't seem to be making apple pies. As far as you can tell, they're not talking about sports. They neither have sombreros nor stilts. These men are not acrobats. They have no expression as they don't dally to the west.

LukeLightning enjoyed the module so much that he decided to write his own, new encounter:

14. THE WINTER WOLF.

As the party enters the clearing, they see a pile of apples. Read the description below:

There is a pile of 12 or 13 or 19 apples in the center of the clearing. They look as if they have been here for more that two days but less than four days. None of the apples show signs of being eaten. All of the apples are red. One apple has bites taken out of it. In the clearing you hear the singing of birds, but the birds are not running or joking loudly.

The apples have no secret compartments. As the party approaches the apples, they hear a howl. A local winter wolf (AC 5; MV 18"; HD 5+1; hp 27 each; #AT 1; Dmg 1-8 [bite]; SA Surprise on 1-4, cold breath; SD immune to cold) has been collecting all the apples in the forest in order to lure prey to the clearing. If anyone takes an apple or gets too close or avoids the apples, the wolf leaps out of the pile and attacks. Roll 1d6 to determine surprise: 1-2: the party is surprised, 3-3, nobody is surprised, 3-5 the party is surprised, 6 the apples are surprised. The wolf once drank a potion of sleep, but is awake now because it is not near a pavilion. It will attempt to use its cold breath on anyone near the apples, or anyone not near the apples. After two rounds of combat wererats (AC 6; MV 12"; HD 3+1; hp 16 each; #AT 1; Dmg 1-8 [sword]; SA Surprise on 1-4; SD Hit only by silver or +1 or better magic weapons) will leap out of the secret door. Roll 1d6 for the sleep spells target.

After the party kills the wolf, they can take the apples and the golden statue of the dragon as well.

 

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Voneth

First Post
It seems like the writer just took down notes of the random questions his playtest group asked.
"So yes, these fellows, are they tarrying?"
"Nope." *Writes down note*
 



Dioltach

Legend
Actually, it doesn't look so bad to me (apart from the fact that "some sort of weapon" seems to mean "sword"). Like Voneth says, it's presented more as information that is given to the players in response to their questioning, not information that the DM reads aloud to the players.

- "You see a group of armed men coming towards you."
- "Are they running?"
- "No, but they're not dawdling either."
- "You say they're armed. Are these simple weapons like a staff or a hunting spear that a farmer or a pilgrim might carry as protection?"
Etc.

To be honest, this is how encounters are described in my group. Before I can give any detail, the players fire half a dozen questions at me and the description ends up as a series of "no, they're not doing that and no, that's not what they look like".
 




Lancelot

Adventurer
Yeah, there's some problems with Forest Oracle. Multiple "helpless maidens in dangers", erroneous stats, a bit of railroading, some unbalanced encounters, poor writing. However, there's a lot of useful stuff in there as well, for the age of the module. There are some interesting set pieces. Some memorable NPCs (e.g. a crazed dwarf who thinks that rats/osquips are orc invaders). A surprising "final boss" in a dangerous lair. A "dungeon" where all the bad guys are away when you first arrive, etc). The artwork is good. The maps are good.

As a DM, I've run it multiple times and every group has always enjoyed the module. It makes a great starter module. The setting is varied (forest, tunnels, ruins, snow). The situations are usually fairly straight-forward. There's a basic plot, rather than a simple kill-everything crawl. There's a large variety of creatures. The presence of traditional "friendly" creatures like dryads and pegasi and druids make it especially useful for younger players, with the module taking almost a fairy-tale flavor. Waking the sleeping prince, saving the dryad's tree, restoring the crops with a magical potion.

If you want the worst D&D modules ever published, you want to look at the Bloodstone series from the same era, or the supposed "comedy" module Castle Greyhawk. With no exaggeration, there's not a lot that a DM can do with a module (H3) where the party walks into a room and the tarrasque is there. That's literally it. The module says: this room has the tarrasque in it. Fight, move on. No backstory, no explanation, no flavor text. Don't even get me started on the notorious H4, the module made for 18th-100th level characters, featuring cowboy angels at the Alamo, killing Tiamat and Orcus out-of-hand as if they're glorified ogres, encounter areas which are basically "There are 100 liches here. Fight.", and traps which boil down to "Save at -6 or die, no magic allowed".
 

Grainger

Explorer
Actually, it doesn't look so bad to me (apart from the fact that "some sort of weapon" seems to mean "sword"). Like Voneth says, it's presented more as information that is given to the players in response to their questioning, not information that the DM reads aloud to the players.

- "You see a group of armed men coming towards you."
- "Are they running?"
- "No, but they're not dawdling either."
- "You say they're armed. Are these simple weapons like a staff or a hunting spear that a farmer or a pilgrim might carry as protection?"
Etc.

To be honest, this is how encounters are described in my group. Before I can give any detail, the players fire half a dozen questions at me and the description ends up as a series of "no, they're not doing that and no, that's not what they look like".

I agree, and it at least gives these answers to likely player questions; a lot of older modules don't!
 

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