D&D 5E D&D Beyond Reveals New Golden Vault Details

Over on D&D Beyond you can read more about Keys from the Golden Vault, including information on 3 of the 13 adventures, the Golden Vault organization itself, and an overview of how the heist adentures within work. https://www.dndbeyond.com/posts/1430-what-is-keys-from-the-golden-vault-13-heist Four of the adventures include: The Stygian Gambit (for 2nd-level adventurers): Case a Nine...

Over on D&D Beyond you can read more about Keys from the Golden Vault, including information on 3 of the 13 adventures, the Golden Vault organization itself, and an overview of how the heist adentures within work.

Dungeons-and-Dragons-Tales-of-Enchantment-Cover-751148873.jpg



Four of the adventures include:
  • The Stygian Gambit (for 2nd-level adventurers): Case a Nine Hells-themed casino and steal the prize for the Three-Dragon Ante tournament that's currently taking place.
  • Prisoner 13 (for 4th-level adventurers): Infiltrate a remote prison in the tundra of Icewind Dale and extract information from an inmate.
  • Vidorant’s Vault (for 7th-level adventurers): Break into the safe of a renowned thief, bypassing its many security features en route.
  • Fire and Darkness (for 11th-level adventurers): Navigate the grim fortress of an efreeti and retrieve an artifact of unimaginable evil, the Book of Vile Darkness.
 

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dave2008

Legend
I too love heists but if Keys from the Golden Vault follows the naming conventions of Waterdeep: Dragon Heist it will feature no Keys and the Golden Vault will turn out to be someone's yellowed lunch box.
Well here is a description (from DnD Beyond) of four of the heists:

  • The Stygian Gambit (for 2nd-level adventurers): Case a Nine Hells-themed casino and steal the prize for the Three-Dragon Ante tournament that's currently taking place.
  • Prisoner 13 (for 4th-level adventurers): Infiltrate a remote prison in the tundra of Icewind Dale and extract information from an inmate.
  • Vidorant’s Vault (for 7th-level adventurers): Break into the safe of a renowned thief, bypassing its many security features en route.
  • Fire and Darkness (for 11th-level adventurers): Navigate the grim fortress of an efreeti and retrieve an artifact of unimaginable evil, the Book of Vile Darkness.

Also, Prisoner 13 is available for free on DnD Beyond and it can include a Key (if you decided to use the Golden Vault organization)
 

I am torn - heists are exactly the sort of RPG I love... which is why I play Blades in the Dark, and I don't know if D&D is going to be better at doing heists than the game-that-is-made-for-heists. The demo adventure is interesting and clearly has some thought put into it, and I like the premise (shades of breaking out Jack from Mass Effect 2?), but I'm not sure I need a D&D version of this. The idea of a planning phase in D&D alone gives me cold sweats - it takes an hour for adventurers to decide how to open a door, how long will it take to plan to crack a high security vault? I miss flashbacks already.

That said, I like D&D, I like the alternate cover and I like heists, so maybe I'll impulse buy this anyway (then never use it, and regretfully sell it in a year or so).
Blades in the Dark is a very different heist game. In Blades you're replicating the experience of a heist movie with things like flashback scenes and a loadout you don't need to nail down until you use. In this it's more like being the participants in a real life heist where you actually have the maps and do the planning in advance.
 


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