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.

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MNblockhead

A Title Much Cooler Than Anything on the Old Site
So, I was about to write a rebuttal to @Ruin Explorer regarding having such an absolutist view about WotC adventure design, but then I looked up Arcane Library. I concede before I start. Wow, just the quick views of the Arcane Library look great.

Tempted to buy the "Complete Collection" but not sure I want to jump in with a $50 purchase. I'm buying Fires of Iskh, because I am really interesting to see how to design an adventure for 20th level play. Its hard to do well.

They do seem to focus on one-shots and short adventures. It would be interesting to see how they would handle a larger adventure or campaign that takes the PCs though 10 levels or so.
 

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SteveC

Doing the best imitation of myself
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.
 




SteveC

Doing the best imitation of myself
We already know what is coming this year, 5 books is not that slow. (and I would disagree on lame as well)
I got the impression that this was with regards to the edition as a whole. Here's a list of everything that Wizards has put out and those five books for this are pretty fast paced for this edition. For most of the edition's run, releases were anemically slow, and that was a deliberate decision. Past editions had a rulebook released every month!

It sounds like the releases are being amped up to some extent (a strange decision considering where we are in the edition cycle) but if you're looking for rules content, I think you're going to be disappointed.

From what we've seen about this latest adventure, it isn't being that well received. In my own group, we are starting a new game literally this week, and using Dragon Heist with it. My DM is looking forward to this particular book since it seems to be in line with what they want to do for the game, so I hope your optimism is well deserved.
 


Whizbang Dustyboots

Gnometown Hero
Tempted to buy the "Complete Collection" but not sure I want to jump in with a $50 purchase. I'm buying Fires of Iskh, because I am really interesting to see how to design an adventure for 20th level play. Its hard to do well.
I believe Matt Colville ran that adventure on a livestream.

Kelsey also does walk through videos of her adventures on YouTube, explaining what's going on in them, why she made the choices she did, etc. I have never been smart enough to watch the videos before running an adventure, but I should start.

She also has four or so fantastic livestream videos archived on YouTube about general adventure design that I highly, highly recommend.
 

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