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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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Jer

Legend
Supporter
There is time left in the day.
True - it's still morning in Renton after all.

Still - I suspect that their marketing and D&D teams are lying low right now and cursing their bosses for making their lives harder.

The survey said that they'd have results to discuss mid February right? Maybe they're hoping the survey results and Wizards actions that they take from them will be so wildly popular that the controversy will end and they'll still get a few weeks to push it before the book hits the release date.

I'm hoping to win the lottery. I think my odds are probably better.
 


See, I think the regular cover is worse. Sometimes I waffle between picking the regular and alt cover. But for this, for me the alt cover is a no-brainer.

Quasits have never been particularly photogenic, and putting one front and center doesn't help. They were hideous in 1e, though at least they looked like they belonged on a heavy metal album cover:

1674589817437.png


That alt cover is ugly as sin.
 







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