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."
That powerful set up takes the long defeat theme of The Village of Hommlet (evil is cyclical, it can never be truly defeated, it will keep coming back) and meshes it with the steady creep of chaos in The Keep on the Borderlands (lonely isolated outposts fending off evil forces), but with a threat worse than either. This is a close-quartered clash of good and evil, in an underground of sadism and sacrifice. Enemies lie only rooms away, and the cold war has been festering for bloody centuries. The villagers above are cursed by immortality and unable to leave the mountain pass, dominated by the Set cult. Avvakris the Merchant (actually the high priest of Set) is one of the most memorable villains from any module, his son a half-reptilian, and his concubine a ravishing beauty who can either be found making love to him or as a half-eaten corpse with her heart removed.
The architectures are genius. Jennell Jaquays is famous for her non-linear dungeons and confusing environments in which no two groups of PCs can possibly have the same experience going through (note that the credits refer to Paul Jaquays, the name she used at that time in her career). They can retreat, circle around, bypass underneath, go back over old ground, or even use teleporting short cuts that appear without rhyme or reason. The dungeon is nested between the two towers via equally contorted passages. The rough path is a descent of Mitra's Tower followed by a climb up Set's, with a lot of unavoidable dungeon mess in between.
I suspect the module is widely loved because it's so archetypal. Villagers hunker down in oppressed, cursed isolation, whilst hideous rites are conducted beneath their homes. It's as haunting as D&D settings get, and I already mentioned the long defeat theme. Even assuming the PCs succeed in killing Pnessutt the lich, the liberation isn't a happy one: the villagers die (their bodies fast-forwarding 300 years of borrowed time), and neither tower is completely destroyed by the underground cave-in. The final sentence points to a future replay: "Considering the history of the dungeon, it probably won't be long before the digging starts again..."
Inferno is my ultimate gaming fantasy come true. But it's an anomaly in this six-part series, because it's a half module that was never finished. It's being finished now, however, in a delayed-blast profusion of modules and gazetteers. The first four circles comprised the classic module (1980), the fifth and sixth circles were published six years ago in Fight On, issue #3, and a gazetteer of the seventh-ninth circles was released just three months ago. There are more gazetteers of the upper circles and modules of the lower ones on the way. For sake of simplicity, I will refer to this vast body of work as the Inferno Project. Though the recent publications aren't written for 1st edition D&D (for copyright reasons), they are entirely in the old-school vein and designed by the same genius, Geoff Dale.
In fact, the Christian layovers are some of Inferno's best parts. My favorite encounter area in the history of D&D moduledom is the Noble Castle on the First Circle. It isn't a place of torment, rather a state of shadowy bliss for "virtuous atheists" who had the simple misfortune of existing in a time long past: "They are the just and good peoples from the Days Before the Gods and live in relative bliss and comfort." That's a brilliant translation of Dante's Limbo, which is the resting place for the virtuous unbaptized; i.e. those whose only sin was not knowing Christ, such as righteous Old Testament figures who predated Christ, and noble pagans from any time. There's something grievously upsetting about this pocket paradise stranded in an ashen wasteland, with its gardens, trees, clean water, benign wildlife, even music, and the benign hospitable souls (including paladins) forced to dwell here for eternity. They're content for the most part, yet aware their fate is somehow blighted. Above all, the Noble Castle underscores how weird the Inferno is, unpredictable and unfair. In the official rules, good souls could count on eternal rest in an upper plane befitting their alignment (the Seven Heavens, Twin Paradises, Elysium, etc). Dale's template of the afterlife is much less secure, and seems premised on the idea that souls can be kidnapped and confined where they don't really belong.
On the circles below the first, souls are tortured for whatever deadly sin they committed in life, and the juiciest punishment by far is the second bolgia of the Eighth Circle. As in Dante's poem, these are the flatterers, who live in a pit of shit since that's all they spoke in mortal life:"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 Inferno Project owes to Dante also in terms of the tour-guide approach. Duke rulers like Plutus (Fourth Circle) can be receptive enough to show PCs around torture pits where souls labor in degrading tasks, and answer questions provided they have the proper passes and behave themselves. These civilized devils are also leering sorts who will as likely attempt to rape female PCs before murdering them -- a typical reminder of how faithful modules were to gritty pulp fantasy before D&D became so sissified. Some of the most vile and deadly magic items (often cursed) can be found throughout the Inferno, as well as hidden talismans that can be used against the devils.
If Tomb of Horrors is the most punishing D&D module, and The Lost City the most inspired, and Castle Amber the most rewarding, what is Vault of the Drow? Without doubt, it's the most brilliantly conceived. Many grognards call it the best thing Gary Gygax ever designed, and in hindsight it's obvious why. But back in the day it wasn't esteemed so highly. Certainly gamers I knew didn't think much of it; it was almost a non-event.
As widely acknowledged today (with some embarrassment), Queen of the Demonweb Pits is an abominable module. Not only is the design a joke (resembling nothing horrifying like you'd imagine the Abyss to be -- even involving, yes, a goddamn spaceship as the spider-queen's lair), but there is simply no reason, per the plot design of G1-D3, for players to take the suicidal step of confronting Lolth on the Abyss. Lolth and her priesthood have been all along opposing the renegade drow attempt to invade the surface world. The goddess isn't the problem; her wayward servant in the Vault is. Q1 is a complete non-sequitur, and only makes sense if the PCs are overambitious hotheads or fools, or if they just want the orgasmic thrill of trying to kill a deity on her home plane. (Which of course is what we all wanted.) It's unclear what kind of module Q1 would have been had Gary Gygax not bailed on the project and left it in the hands of David Sutherland, but it's one of the greatest old-school ironies that a masterpiece like Vault of the Drow was overshadowed by a poorly designed follow-up that made absolutely no sense."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."
On the other hand, if a powerful priestess makes advances on another woman's husband, she can have him sacrificed for daring to spurn her advances. Attractive males often face these no-win situations and disfigure themselves to stay alive. As for whore houses, there are many, but the Alabaster Slab is the most degenerate, and one I'd be sure to patronize if I had a PC with nihilistic inclinations: a brothel of the dead, run by a demonic madame who provides the "darkest sort of oblivion" to clients.
It's impossible for me to discuss Castle Amber apart from my experience of it. I remember thirty-two years ago like it was yesterday. My best friend was the DM and in top form, putting me and three other players though a truly demented campaign. It was weird from the first room, but we knew we were in a loony universe when we ran afoul the ogre dressed in a nightgown who thought it was Janet Amber (whom it killed), and got increasingly homicidal the more compassionate we were. My friend's impersonation of the ogre and falsettos added up to some of the best DM role-playing he'd ever done; we felt like we were really in that castle.
The Amber family is critical to the module's success, and I found their callous amorality far more chilling than straightforward evil foes. Moldvay describes them thus:"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."
For the first time I realized the extent to which character and role-playing defined a good D&D game, and how a trait like boredom, of all things, could produce not only deadly results, but dangerously unpredictable ones.
But Castle Amber is a masterpiece even aside from all this demented creativity. It packs so much in short space -- well beyond what most 36-page modules offered back in the day. First there is the castle itself, with two large wings, an indoor forest, and a chapel, and not a room wasted (see above). Second is a dungeon, with hideous creatures like a brain collector, and potions that induce harrowing dreams that intrude on reality. The dungeon ends at a magical gateway to, third, Averoigne, the old home of the Ambers -- an alternate prime material world resembling medieval France, and where magic is a heresy punished by death. Here the PCs must acquire a number of artifacts (one of which can be obtained only by killing the 100-HD Colossus which is in the process of demolishing a town; another of which is an honest-to-gods potion of time travel) in order to return to, fourth, the tomb of Stephen Amber, which contains the means to break the castle's curse.
If you asked me to name the D&D module that most fired my imagination, that I obsessed like no other, that inspired me to keep building on its foundations, my reply is immediate: The Lost City. I spent countless after-school hours pouring over this thing. It got into my head like a cerebral tapeworm. Meals went untasted as I stayed in my bedroom designing new areas, expanding the underground, and giving the bottom pyramid tiers a complete overhaul. I took the world to bed at nights, dreaming of an ancient civilization fallen from glory, and whose descendents tripped through life half-baked on acid and in thrall to a Cthulhu-like deity monster. It suggested stories of lost culture, and hopeless struggles for restoration. I wanted to go there; that's the kind of grip it had on me.
The rooms inside the five-tiered pyramid are filled with a variety of nasties: killer slime, geckos, oil beetles, rolling boulder traps, pendulum blades, a banshee, and a wight who is the transformed corpse of the ancient Cynidicean Queen Zenobia (see left). For PCs who advance to high levels, five lower tiers are provided, the bottom being the lair of Zargon (see bottom left). But it's the Cynidiceans themselves who define The Lost City. Their lives are a year-round carnival -- mushroom farming by day, hallucinogenic partying by night -- and this is how Tom Moldvay describes them:"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."
Such advice, of course, was boilerplate wisdom in the old school and hardly needed spelling out. That Moldvay saw the need to do so in 1982 indicates what was slowly creeping into the game, and would become the new fad a year and a half later. Prior to the Dragonlance craze of 1984, railroading (i.e. pre-packaged plotting) was anathema in D&D. The Golden Age was one of open-ended sandboxes (i.e. locales/settings), which left plotting to the DM, but also to the players, with the result that stories grew spontaneously in game play. The Lost City is one of the best examples of this classic approach, and completely unlike today's adventure-path designs that predestine players' "choices".
To call Tomb of Horrors a "favorite" seems absurd on the face of it. It's certainly the most famous and notorious module, but it's impossibly unfair, and if you play it honestly you won't be playing for long. Gary Gygax only designed it to shut up complainers that D&D was getting too easy. He may have gone overboard by way of response, but it turned out to be just what the game needed in 1978. The tomb made an impact not only as a dungeon, but by the mentality it fostered. It's my favorite module because it's the most reliable gauge of one's affinities for the old-school. In effect, its a Platonic ideal. All killer dungeons walked in its shadow, unable to repeat the artistically perfect nihilism. The more we hated it, the more we loved it. Today's generation will never understand why.
One of my favorite encounter areas are the killer doors that gush blood:"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.
I don't believe for a moment that any group of players ever honestly beat this module (a) on first entry, knowing nothing about the tomb's design in advance, and/or (b) without the DM toning at least parts of it way down. It's just not possible. But that's the point. The tomb gave DMs a license to be punishing off the scales, and players the okay to be masochistically thrilled by impossible challenges. It brought nihilism to the game, and while I doubt I knew the word as a young teen, the concept was slowly dawning on me. In some ways Tomb of Horrors messed with my psyche like The Exorcist (I was exposed to both around the same time). It disturbed and upset me, but rooted me in a framework that took fantasy very seriously. Thanks to it I would become receptive to important ideas (like the long defeat in Tolkien) and the amoral heroism of tomb robbing.
And even if it can't be called a "thinking person's module" without winking too broadly, the principle is there, and was soon applied to modules that gave players an actual chance; Ghost Tower of Inverness and The Forgotten Temple of Tharizdun to name a couple. It also goes without saying that you can tone down the module, which some DMs did, though that rather defeats the purpose. The unforgiving nature of the tomb is its point. Grognards thrill to it the same way videogamers thrive on those high levels they can never win. Today's D&D crowd is another story; for them it's too cruel. But if it's cruel it also repays strategic planning -- and knowing when the hell to run. You could possibly stand a slim chance of beating this thing with enough retreats and follow-up expeditions.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.