Published by Wizards of the Coast.
Concluding the Drow series of modules and setting up the finale of the GDQ septet, 1978’s Vault of the Drow offers some of EGG’s finest work–it completes the “underworld wilderness” project of D1 and D2 by terminating the staggering warren of passages and shafts in a vast, wide open, and dynamic anti-fairyland. Following the pattern of its antecedents, D3 offers several minor areas and one much larger lair for droves of monsters; moreover, further building on the pattern already set down in the series, D3 provides dungeon, wilderness, and urban adventuring–a full palate of options for adventuring parties. While the module does present a cursory plotline in the form of penetrating the place and either confronting Lolth or proceeding on to Q1, Queen of the Demonweb Pits, the true potential of the adventure lies in the Vault as an environment for further adventures or even as the centerpiece of a campaign.
Read the Full Retrospective/Review at Dragonsfoot
It might be an exaggeration to call Module D3, Vault of the Drow, the greatest D&D adventure of all time. It might even be an exaggeration to say that it’s my favorite D&D module of all time. However, I think it could reasonably be argued that it’s the greatest Gygaxian naturalist adventure of all time, for what it presents is a vast subterranean locale — the Drow city of Erelhei-Cinlu — brought to darkly beautiful life, from the various feuding dark elf noble houses to their monstrous servitors to their pitiful slaves. It’s really an amazing piece of work — even moreso when you consider that it was only 28 pages in length.
Read the Full Retrospective/Review at Grognardia.