The third part of the D Drow series brings the pursuit of the drow to a close. Unfortunately, the execution of the Vault does not match the concepts on which it was designed. There are three small encounter areas described before the PCs reach the Vault itself. Random monster tables for the tunnel section are listed here once more, and now the jermlaine and kuo-toa are entirely gone: most of the encounters are with the drow, which is not surprising so near the vault. The second of the small encounter areas is very dangerous: an illusionary garden, which is actually the lair of a succubus and her drow vampire lover. Again, this is primarily intended as a combat encounter, and a difficult one at that, as the succubus will use charm and suggestion to sow dissension in the party.

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It was written by Gary Gygax , and combines two previously published modules from , the original Descent into the Depths of the Earth and Shrine of the Kuo-Toa.

A sequel to the first two modules, Vault of the Drow , was also published in The D-series itself is part of a larger overall campaign of adventures set in the World of Greyhawk campaign setting. The overall campaign begins with the three modules in the Against the Giants series, continues through the D-series, and concludes with module Q1 Queen of the Demonweb Pits.

The latter segments of the campaign, including the D-series and module Q1, are set in a vast network of caverns and tunnels called the Underdark. The plot of the original modules Descent Into the Depths of the Earth and Shrine of the Kuo-Toa places a party of player characters PCs on the trail of the drow priestess Eclavdra through the Underdark , [3] a vast subterranean network of interconnected caverns and tunnels, [4] battling various creatures on their journey.

In the last module in the preceding G-series, Hall of the Fire Giant King , the PCs were supposed to have discovered that the drow had instigated the alliance between the races of giants and their attacks on neighboring humans. The drow that survived the party's incursion have fled into tunnels leading deep into the earth.

D2 Shrine of the Kuo-Toa picks up with the party continuing to pursue the drow. The party encounters a kuo-toan rogue monitor who helps them cross a large river for a fee. A party of Svirfneblin or deep gnomes approaches the player characters on the other side, and the party has a chance to convince them to help them fight against the drow. As the party travels, signs of the drow are all around; the drow are allowed to pass through these subterranean areas, even though they are hated and feared by the other local intelligent races.

The party then moves through kuo-toa territory, ruled by the Priest-Prince Va-Guulgh. If the PCs appease the kuo-toa and respect their customs, the evil kuo-toa are not openly hostile to the party, but will attack if the party gives them a reason.

The party learns that the drow and kuo-toa trade with each other openly, but the kuo-toa hate and fear the drow, resulting in frequent skirmishes between the two peoples. D3 Vault of the Drow is set in Erelhei-Cinlu, an underground stronghold of the drow, and the Fane of Lolth, their evil spider-goddess. The adventure is written in a very open-ended fashion, giving the Dungeon Master DM free rein to script any number of mini-campaigns or adventures taking place inside the drow capital.

An extensive overview of the drow power structure is given for just this purpose. Eventually, the players may discover an astral gate leading to the plane of the Abyss , leading into the Q1 module. Sutherland's interior artwork from the original two publications was included in the compilation, as was that of David A.

LaForce , Bill Willingham and Roslof. Vault of the Drow , also by Gygax and the last of the D-series, was also originally published in as a thirty-two page booklet with a two-color outer cover. Sutherland III. Since the D compilation featured color cover artwork, Erol Otus was tasked with creating a new color cover for D3 as well. Sutherland's interior artwork was retained, and other interior artists for the module include Jeff Dee , David S.

LaForce , David A. Trampier , and Otus. The modules were designed as a sequel to the G-series of modules. The D-series is part of a larger overall campaign of adventures set in the World of Greyhawk campaign setting. The overall campaign begins with the three modules in the G1—3 Against the Giants series, continues through the D-series, and concludes with module Q1 Queen of the Demonweb Pits.

Descent into the Depths of the Earth was the basis for a novel of the same title by Paul Kidd. The original TSR product codes for modules D1, D2, and D3 are , , and respectively being reused for the new Erol Otus cover with the blue background. When combined with the G-series and Q module as the Queen of the Spiders , the D-series was voted the single greatest adventure of all time by Dungeon magazine in This is where it all got started.

They felt the Drow city detailed in the module offered "more intrigue" than any module previously. Judge Clark Peterson compared it favorably to City State of the Invincible Overlord , which also had a complicated city environment, saying "this was an underground city of evil monsters—the Drow, who, then, were new and mysterious as opposed to tired and overused as they are today. The series has received considerable praise. He compared the series favorably to the G series of modules , which he also liked.

Turnbull commented that the scope was large, and that the modules were of good value. Although D3 can be played by itself, he speculated that the party of characters may need the magic items that can be acquired in the first two to not be put at a disadvantage. Turnbull did lament that the series was designed for parties of a high level, making it difficult to use with a group of lower level characters.

He concluded the review by saying "don't be surprised if they eclipse in quality most of the material you already have. The D-series of modules was also given an extensive overview review by Turnbull in issue No. He commented that the adventure would be too difficult for most groups of player characters, and speculated that buyers wouldn't actually play the modules because it would take a lot of sessions to finish.

He did run the adventure himself, though. He recommended using miniatures on a grid, because some of the battles involved so many characters and monsters. He also recommended rolling the dice for various encounters in advance. Although some such work would be wasted when the players chose one route over another, "it will be worth the effort. He noted that while some DMs may ban psionics in their games, if they don't allow the creatures in section M12 of D1 to use them, the game will be unbalanced in favor of the players.

Although he hadn't run D3 at the time of writing the article, he wrote that the thought of planning some of its encounters "brings me out in perspiration. Although he felt the magical weapons he gave these characters were too powerful, he warned that giving weapons that are too weak would be a bigger problem.

He also recommended lots of healing spells and potions. Overall, he enjoyed playing the modules, despite wishing he had prepared more, and thought that his players also enjoyed the experience.

He hoped that people would not be scared to use the modules because of their difficulty. In summary, he said "I can give no higher praise to these designs than to say they are as good as anyone is likely to meet, and better than almost everything else I've seen.

Swenson noted that purchasers of adventure publications had come to expect longer texts for the given price, so that the two adventures had been combined into one format; redundant text was eliminated, and new illustrations were added to fill the resultant gaps in layout.

He was perplexed by all of the creatures found in the grand cavern area originally found in module D1: "All these creatures are apparently expected to do nothing but sit in their caves and wait to be attacked, for they would certainly defeat any moderately tough adventurer party specified by the author if they all tried a massed and well-coordinated attack. It is also surprising to find the Kuo Toa still in business, given the seeming superior military power of the Drow, but who knows?

Gygax does not make a regular practice of organizing his text to help the poor GM pick out the important information quickly. Aside from the problems I have already noted, the adventures are interesting and generally of superior quality. From Wikipedia, the free encyclopedia. The artwork depicts a party of adventurers fighting a band of kuo-toa.

Dungeon Master For Dummies. For Dummies. Retrieved Descent into the Depths of the Earth. TSR, Inc. November Paizo Publishing : Wizards of the Coast. Different Worlds. Chaosium 21 : 38— Prometheus Books. Vault of the Drow. Shrine of the Kuo-Toa. Retrieved February 9, Archived from the original on July 20, Retrieved August 20, Kestrel Expedition to the Demonweb Pits. White Dwarf. Games Workshop 11 : Games Workshop 15 : Dragonlance Forgotten Realms Greyhawk Ravenloft.

Conan Unchained! Dragon Dungeon. Categories : Greyhawk modules. Hidden categories: Pages using deprecated image syntax All articles with unsourced statements Articles with unsourced statements from October Namespaces Article Talk. Views Read Edit View history.

Contribute Help Community portal Recent changes Upload file. Languages Add links. By using this site, you agree to the Terms of Use and Privacy Policy. The cover of the Descent into the Depths of the Earth compilation module, with art by Jim Roslof. General Dragon Dungeon.


AD&D D3 Monochrome Vault of the Drow 2nd Printing VG

As a member of a bold party of adventurers, you and your associates have trekked far into what seems to be a whole underworld of subterranean tunnels -- arteries connecting endless caves and caverns which honeycomb the foundations of the lands beneath the sun. Your expedition has dogged the heels of the Dark Elves who caused great woe and then fled underground. Contained herein is background information, a large-scale referee's map with a matching partial map for players, referee's notes, special exploration and encounter pieces, a hex map detailing an enormous cavern area, a special temple map, encounter and map matrix keys, and additional sections pertaining to unique new creatures for use with this module and with the game as a whole. For characters levels 10 to Like its two predecessors in the D-series, it was originally published with a monochrome cover purple. It was later revamped with a full-color cover in a second edition at the same time that TSR released the collected G "Against the Giants" and D "Descent into the Depths of the Earth"


Vault of The Drow Ad&d Adventure Module D3 TSR 9021 Gary Gygax 1978

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