D&D General WotC Reveals New Information and Covers for 'Keys from the Golden Vault'

Due in just a few weeks, Keys from the Golden Vault has receoved little fanfare so far. However, a cover and descrioption has appeared on the Wizards Play Network site. Wizards Play Network (WPN) is a network of WotC-approved stores. An anthology of 13 heist-themed adventures for the world’s greatest roleplaying game.   Some jobs require more than simply wielding a sword or slinging a...

Due in just a few weeks, Keys from the Golden Vault has receoved little fanfare so far. However, a cover and descrioption has appeared on the Wizards Play Network site. Wizards Play Network (WPN) is a network of WotC-approved stores.

DnD_KGV_TradCv_EN_0001.png


An anthology of 13 heist-themed adventures for the world’s greatest roleplaying game.

Some jobs require more than simply wielding a sword or slinging a spell. Whether it’s procuring a well-guarded item or obtaining crucial information from an imprisoned contact, these tasks require careful planning and flawless execution. The secretive organization called the Golden Vault specializes in hiring crews for such jobs, and for the most daunting assignments—pursuing fabulous treasures and stopping dire threats—that crew is your characters.
Keys from the Golden Vault™ is a collection of 13 short, standalone Dungeons & Dragons adventures designed for characters levels 1–11. These adventures can be placed in any setting and you can run them as one-shot games or link them together into a campaign. This book also includes in-world maps to help players plan their heists, plus advice for running nontraditional games with high risks and huge rewards.

Contents:
  • Book of 13 stand-alone adventures spanning levels 1–11, each focused on a single heist
  • Adventures can be set in any D&D or homebrew world and can be played individually or as part of a full campaign
  • Introduces the Golden Vault—a mysterious organization for which the player characters can work as heist operatives
  • Each adventure includes a map to guide Dungeon Masters and a map to help players plan their heists
  • Adventures emphasize player choice with each heist having multiple paths toward success
  • Includes advice and detailed information for Dungeon Masters running nontraditional adventures with high risks and huge rewards


There's also an alternate cover.

DnD_KGV_AltCv_EN_0000.png
 

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Xamnam

Loves Your Favorite Game
On Arcane Library, you can see the style for running the adventures by clicking on the image for each adventure. You'll get a multi-page preview that gives you a sense of how they're organized. It really does make running one easy.
It makes them easier to understand. I personally found it so bare bones that it was not easier to run.
 



Whizbang Dustyboots

Gnometown Hero
It makes them easier to understand. I personally found it so bare bones that it was not easier to run.
It definitely is a much lighter style that either forces improvisation or requires at least a read through ahead of time, jotting down some ideas to flesh things out for each encounter area. I am very comfortable with improv, but I know not every DM is equally comfortable with it.
 

Parmandur

Book-Friend
Now you're being silly. The cartoon characters are background Easter eggs and not the stars of the movie. No one new to D&D is going to see Stormwreck Isle and think "hey, this is connected to the movie!"
It sounds like they get a pretty extended action scene cameo. More people will probably recognize uze them from HAT by year's end than the cartoon!
 


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