Ellen Page Ranked
Post updated here.
There's something extraordinarily primal about Dark Tower. You have a cursed village, dominated by an evil cult, its inhabitants never aging, hardly able to recall a time of law and good. Two buried towers, barely poking above the ruined countryside, its ancient powers locked in stalemate. An underground network connecting the towers, every other room a death zone. It haunts my imagination like no other module, and is the best dungeon crawl ever designed.
"It took a hundred years of digging before searchers found the location of the original village. However, they encountered the unexpected. Something was digging up to meet them. News eventually stopped coming from the village. Mitra's Fist had changed almost overnight. Some force had possessed the village and its occupants, causing them to slay children, non-humans and Mitraic priests in one night of hell possessed fury. It is these very same villagers who have inhabited the old decaying buildings of Mitra's Fist for three hundred years since, never aging. For three centuries the village of Mitra's Fist has existed, unmolested by the outside world. Few have noticed that the village has had the same occupants for over ten generations. Few have noticed because few are those who can visit the village and not fall prey to the sharp, ceremonial dagger of the high priest of Set."
"A noxious mix of sewage, offal, and other liquid filth fills the pit to a height of seven feet, and clouds of buzzing insects (flesh flies, poison gnats, giant mosquitoes) swarm above the liquid. Mortals swimming across the filth contract 1d3 disease each from the contact. Determine diseases from 1d12: (1) dengue fever, (2) tuberculosis, (3) diptheria, (4) tetanus, (5) malaria, (6) elephantitus, (7) yellow fever, (8) dysentery, (9) smallpox, (10) typhoid fever, (11) tapeworms, (12) bubonic plague; see Codicil of Maladies for details. An encounter occurs to mortals swimming the muck... (1) mud snakes, (2) giant slugs, (3) giant leeches, (4) type 8A devils. Mortals flying above the muck are attacked by type 8A devils."
"The Vault is a strange anomaly, a hemispherical cyst in the crust of the earth, a huge domed fault over 6 miles long and nearly as broad. The dome overhead is a hundred feet high at the walls, arching to several thousand feet height in the center. The radiation from certain unique minerals gives the visual effect of a starry heaven... These 'star' nodes glow in radiant hues of mauve, lake, violet, puce, lilac, and deep blue. The large 'moon' of tumkeoite casts beams of shimmering amethyst which touch the crystalline formations with colors unknown to any other visual experience. The lichens seem to glow in rose madder and pale damson, the fungi growths in golden and red ochres. The rock walls of the Vault appear hazy and insubstantial in the wine-colored light, more like mist than solid walls. The place is indeed a dark fairyland."
"The personalities of the lost Amber family set the mood for the adventure. The Ambers range from slightly eccentric to completely insane. For the most part, the family is [chaotic evil]. While they are proud of their name, they seldom cooperate with each other. Most of them believe they can do anything once they set their mind to it. They live magically lengthened lives, but they have seen too much and are bored. They seek anything to relieve this boredom... It amuses them to watch adventurers battle obstacles, and they are equally amused whether the adventurers succeed or fail. A good spectacle is more important to them than defeating the adventurers. The Ambers tend to be fair, out of the belief that a rigged game is too predictable and not much fun."
"Every Cynidicean wears a stylized mask, usually of an animal or human face. Some are made of wood, some of paper mache, and some of metal. They are decorated with beads, bones, feathers, and jewels. Most wear fancy clothes, flashy jewelry, and carry short swords. Some paint their bodies with bright colors. The Cynidiceans are a dying race. Each new generation is smaller than the last. Most of them have forgotten that an outside world exists, living most of their lives in weird dreams. The times when they seem normal, tending their fields and animals, are becoming fewer and fewer as the dreams replace reality. Their unusual costumes and masks only strengthen their dreams."Against this decadence, however, stand three renegade factions, the few "normal" Cynidiceans attempting to restore worship of the old gods: the Brotherhood of Gorm, the Magi of Usamigaras, and the Warrior-Maidens of Madarua. They're dedicated to overthrowing the Zargonites in their own way, as they distrust each other, and are certainly not above using PCs as pawns in their covert agendas. It all depends on how the PCs interact with them. This makes for a wonderfully unpredictable dynamic, and it's noteworthy that Moldvay emphasized this -- with a stern reminder for DMs to expect the unexpected from their players:
"The bickering between the three factions, and their attempts to restore sanity to Cynidicean society, give the DM the chance to add character interaction to the adventure. While the factions can be played as simple monsters with treasure, the DM and players can have a lot of fun with the plots and feuding of the factions. If this is done, the DM should plan in advance what the faction members may say or do if the party tries to talk, attack, or wait to see what the NPCs do first. It is important for the DM to avoid forcing the action to a pre-set conclusion -- the actions of the players must be able to make a difference."
"The doors are 14' wide and 28' tall, made of solid mithril, 3' thick, and impregnated with great magicks in order to make them absolutely spell and magic proof. Where the halves meet, at about waist height, is a cup-like depression, a hemispherical concavity, with a central hole. The latter appears to be the keyhole for the second key, but if this is inserted, the character so doing will receive 1-10 points of electrical damage, while the first key will cause double that amount of damage to any so foolish as to insert it. The real key to these gates is the scepter from the throne room behind. If the scepter's gold ball is inserted into the depression, the mithril valves will swing silently open. But if the scepter's silver sphere is touched to the hemispherical cup the holder of the instrument will be teleported instantly and spat out at the devil's mouth at 6. [the tomb's entrance], nude, while all his or her non-living materials go to 33. [the demi-lich's crypt], and the scepter flashes back to the throne."Then come the gallons of cascading blood -- keep in mind that Gygax wrote this before Stanley Kubrick's The Shining -- if the doors are cut by a sharp weapon. It's the blood of all victims who have died in the tomb, and once again, you'd never guess what it takes to stop it from drowning everyone: a levitate spell coagulates the blood (but turns it into a massive ochre jelly) a purify water turns it to gas (but unfortunately poisonous), raise dead or resurrection destroys it (this solution being one of the few without any lethal side effects), etc.
When I ranked the 40 classic D&D modules, it got tough around the top. On most of my lists, two titles at most compete for the top slot. For instance, The Lord of the Rings is my favorite novel, but so is Shogun. The Lord of the Rings is also my favorite film(s), but honestly, so is The Exorcist.
Here's my top-10 countdown of movie scenes that scared the be-Jesus out of me -- that made my hair stand on end, my heart stop, my body sweat and shake. Most are from horror films, though not all. There's a plane crash and underground cave-in that terrify me as much as the foulest demons from hell. There's even a scene from a fantasy film.