Dark Tower (1979) by Paul (now Jennell) Jaquays is widely considered one of the "holy grails" of old-school dungeon design. Originally published by Judges Guild for AD&D, it earned a legendary reputation for its complex verticality, non-linear exploration, and faction-based gameplay.
For Castles & Crusades (C&C) players, the module is a natural fit because C&C is designed to be mechanically compatible with early editions. Here is a breakdown of the module and its specific presence in the C&C ecosystem.
1. The Core Narrative
The adventure centers on a centuries-old "Cold War" between two gods: Mitra (the god of Law/Sun) and Set (the god of Evil/Serpents).
The Setting: The village of Mitra’s Fist sits atop a buried mountain pass. Unbeknownst to most, two massive towers—one white (Mitra) and one black (Set)—were buried during a divine cataclysm and now exist entirely underground.
The Hook: The villagers are cursed with immortality but live in a state of stagnant decay, secretly ruled by a cult of Set.
The Goal: Players must navigate the social web of the village, delve into the four levels of the dungeon, and eventually infiltrate the towers to break the stalemate or claim the relics within.
2. Why it’s Famous: "Jaquaying the Dungeon"
The term "Jaquaying" (coined by The Alexandrian) refers to the design techniques pioneered in this module:
Non-Linearity: There are multiple entrances to the dungeon and numerous "loops" and secret paths between levels.
Verticality: You don't just go "down"; you climb up into buried towers from the bottom of the dungeon or rappel down shafts that skip levels entirely.
Faction Play: The dungeon isn't a static collection of monsters.
The followers of Set and the remnants of Mitra’s clergy are in active conflict. Players can pick sides, play them against each other, or try to kill everyone.
3. Castles & Crusades Specifics
While the original 1979 printing was for AD&D, Goodman Games released a dedicated Castles & Crusades conversion in the mid-2000s.
| Feature | Details |
| System | Specifically tuned for the Siege Engine (C&C). |
| Character Level | Designed for a party of 6–10 characters of Levels 7–11. It is high-lethality. |
| Format | Usually found as a 72-page book (though modern reprints by Goodman Games often bundle it as a massive multi-volume "Reincarnated" set for 5E/DCC). |
| Conversion Ease | Because C&C uses the same "six stats" and similar AC/Save math as the original, the 1979 version is playable with minimal adjustment, though the official C&C PDF simplifies the stat blocks. |
4. Key Elements to Watch For
If you are running this in Castles & Crusades, keep an eye on these specific highlights:
Avvakris the Merchant: The primary antagonist. He is a high-level Priest of Set with a complex family dynamic and a terrifying half-serpent son.
The Lich Pnessutt: An ancient, powerful undead who resides in the depths and serves as a "boss" tier encounter.
The Relics: Items like the Eye of Set or the Staff of Mitra are powerful enough to shift the balance of a campaign world, not just a single dungeon.
Pro-Tip for GMs: Use the "Side View" map religiously. Because the towers are nested inside the dungeon levels, players often get confused about where they are vertically. Drawing a cross-section for them (or yourself) is essential to keep the geometry straight.
Since my group prefers high-stakes diplomacy over simple door-kicking, Dark Tower becomes a tense "Cold War" thriller. In this module, the environment is a powder keg, and the players are the match.
Here is how to frame the negotiations between the two factions using Castles & Crusades mechanics.
1. The Factions: Goals & Leverage
| Faction | Primary Leader | Motivation | Negotiation Leverage |
| The Chosen of Set | Avvakris (High Priest/Merchant) | Complete the corruption of the village and fully awaken the Black Tower. | They have the numbers, the wealth, and control of the village’s food/water. |
| The Remnants of Mitra | The White Druids (hidden) | Purge the evil and restore the sun's light to the "Fist." | They have ancient knowledge of the towers' secret paths and the location of the relics. |
2. The Village of Mitra’s Fist
This is where the negotiation begins. The village is ostensibly "lawful," but the Cult of Set has infiltrated every level of government.
The Hook: Avvakris will likely try to hire the players first. He wants them to "clear out" the pesky "heretics" (Mitra’s followers) in the dungeon.
The Twist: If the players find the secret shrine of Mitra first, the Druids will beg for help, offering divine boons or knowledge of the Staff of Mitra—the only thing that can truly banish Set’s influence.
3. Key Players for Negotiation
Avvakris: He is a master manipulator. In C&C, he will likely use high Charisma (Prime) checks to win over the party. He doesn't want to fight; he wants to own the party's services.
Habbakuk: A prisoner who can be rescued. He serves as the moral compass and a bridge to the Mitra faction.
The "Grey" Elements: There are several monsters and minor NPCs who hate both sides. A clever party can recruit these outliers to create a "Third Way" or to provide a distraction while they play the two main factions against each other.
4. Running the Diplomacy in C&C
The Siege Engine makes these social encounters dynamic. Use Charisma as the primary attribute for these interactions:
The Double Agent Play: If a player wants to pretend to join Set while secretly helping Mitra, have them roll a Charisma (Deception) check against Avvakris’s Challenge Class (CC).
Note: Since Avvakris is high-level (roughly Level 10), his CC will be high (10 + his level = 20), making it a difficult feat for lower-level PCs.
The Peace Treaty: If the players try to broker a literal truce (unlikely but possible), they would need to prove that a third threat (like the Lich Pnessutt) is a bigger danger to both than they are to each other.
5. Moral Complexity
Jaquays designed the "Good" faction (Mitra) to be somewhat weakened, dogmatic, and desperate, while the "Evil" faction (Set) is charismatic, organized, and wealthy.
The Dilemma: Helping Mitra is "right," but it is the harder path. Working for Set is easy and profitable, but it involves committing (or ignoring) atrocities.
GM Tip: Award XP not just for monsters killed, but for Information Secured and Alliances Formed. If they successfully trick Avvakris into revealing the location of the Eye of Set without a fight, give them the equivalent XP of defeating his personal guard.
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