Among the many legendary adventures of old school Dungeons & Dragons, one module towers above the rest—quite literally. Dark Tower, published in 1980 by Judges Guild, is a sprawling, dangerous, and incredibly inventive dungeon crawl that has stood the test of time. Designed by the talented Paul Jaquays (now Jennell Jaquays), it broke from the traditional mould of adventure design and delivered something truly special.
So, what makes Dark Tower such an enduring classic? Why do seasoned dungeon masters and collectors still whisper its name with reverence (and perhaps a touch of fear)? Let’s take a deep dive into this iconic adventure, its impact, and why it remains a must play for any fan of old school gaming.
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The Origins of Dark Tower
Back in the late ’70s and early ’80s, Judges Guild was a powerhouse of third party Dungeons & Dragons content, churning out modules, campaign settings, and supplements that often pushed the boundaries of what TSR itself was doing. Among the standout designers at Judges Guild was Paul Jaquays, whose work was known for its intricate maps, complex dungeon layouts, and deep storytelling.
Dark Tower was no exception. It was one of the first published adventures to feature a fully fleshed out conflict between two deities, the evil Set and the righteous Mitra, providing a dynamic setting where players’ choices could have lasting consequences. Released for Advanced Dungeons & Dragons (AD&D), it was also one of the first modules to receive a perfect score in White Dwarf magazine, an accolade not easily earned in the unforgiving world of early RPG criticism.
The Plot: Gods, Serpents, and a Whole Lot of Trouble
The adventure is set in a ruined desert town once dedicated to the lawful god Mitra. However, corruption and decay took hold when followers of the serpent god Set infiltrated and overthrew the temple, raising the Dark Tower as a new seat of power. Now, the town is little more than a crumbling shell of its former self, but beneath the sands, the war between these two deities still rages.
Enter the player characters. Whether they arrive seeking treasure, knowledge, or simply a good fight, they will soon find themselves caught in a web of intrigue involving ancient cults, forgotten lore, and the ever-present danger of the dungeon itself. The choices they make, whether they align with Mitra, Set, or forge their own path, shape the outcome of the adventure.
What Makes Dark Tower Special?
1. A Living Dungeon
Unlike many early dungeon crawls that were little more than a collection of rooms with monsters and traps, Dark Tower presents a dynamic, living world. NPCs have their own agendas, factions war with each other, and the environment shifts depending on player actions.
This wasn’t just a dungeon to explore, it was a story to unravel, a puzzle to solve, and a battleground where the players’ decisions had real weight. The presence of two warring deities gave the adventure a mythic feel rarely seen in early modules.
2. Jaquaysing the Dungeon
One of the key elements that makes Dark Tower shine is its nonlinear dungeon design, a hallmark of Jaquays’ work. Modern game designers even use the term “Jaquaysing” to describe dungeons that avoid the simple room-after-room structure and instead provide multiple paths, vertical movement, and interconnecting areas.
This design philosophy means that players feel like they are exploring a true, three dimensional space rather than just moving through a list of encounters. It also makes the dungeon more replayable, as no two groups will tackle it in the same way.
3. Deadly but Fair Challenges
Old school D&D modules had a reputation for being lethal, and Dark Tower is no exception. Traps are devious, monsters are deadly, and unprepared adventurers will quickly meet their doom. However, what separates Dark Tower from the “gotcha” style of adventures is that its dangers are fair. Careful play, strategic thinking, and good roleplaying can get the players through even the toughest encounters.
It’s the kind of challenge that makes victory feel earned, where surviving a session doesn’t just mean you had good rolls, but that you actually played smart.
4. A Richly Detailed Setting
While the dungeon itself is the star of the show, the ruined village above and the surrounding desert add an extra layer of depth. NPCs have their own motives, and players can gather crucial information (or get into just as much trouble) before they even set foot in the Dark Tower.
This emphasis on world building was ahead of its time and laid the groundwork for more narrative driven RPGs. Even today, adventure designers look to Dark Tower as an example of how to make a setting feel alive.
Influence on Modern Gaming
Jaquays’ innovative dungeon design and narrative depth have influenced generations of RPG designers. Games like Dungeon Crawl Classics and even modern D&D modules owe a debt to the nonlinear exploration and faction driven storytelling that Dark Tower pioneered.
The adventure has also been referenced and revisited in various forms over the years, with Goodman Games even announcing a massive new edition as part of their Original Adventures Reincarnated series. This version promises to bring Dark Tower to 5th Edition while preserving the old school grit and challenge that made it famous.
Why You Should Play Dark Tower Today
If you love classic D&D adventures, you owe it to yourself to experience Dark Tower. Whether you run it in its original AD&D form or adapt it to a modern system, it remains one of the best dungeon crawls ever written. Here’s why you should give it a shot:
- It’s a masterclass in dungeon design. Even if you don’t run it as is, studying its layout can make you a better DM.
- It provides meaningful player choices. Aligning with Mitra, siding with Set, or trying to play both sides offers great roleplaying opportunities.
- It’s challenging but rewarding. Expect danger, but also expect that victory will feel well-earned.
- It’s a piece of RPG history. Few modules have had the lasting impact of Dark Tower, and playing it connects you to decades of gaming tradition.
Conclusion
Dark Tower isn’t just a dungeon, it’s an experience. With its compelling story, intricate design, and brutal yet fair challenges, it remains one of the finest examples of old-school adventure writing. If you’ve never delved into its depths, now is the perfect time to gather your party, sharpen your blades, and prepare for one of the greatest dungeon crawls ever crafted.
Just remember: the gods are watching. Choose your path wisely.
