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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guachi

Hero
Yeah, keep in mind that at that time the last movie - Return of the Jedi - had come out in 1983. The last TV series - Ewok Adventure 2 - had come out in 1985. For all intents and purposes, Star Wars had laid dormant for 6-8 years at that time.

The only one carrying the Star Wars torch in 1991 was WEG with their good and successful d6 SW RPG. But if "most successful" is an RPG then that's pretty close to dormant.
 


Whizbang Dustyboots

Gnometown Hero
Ordered!

The page has a link to a YouTube review and it really does a good job selling the adventure simply by pointing out what's in the book. "This encounter is good because...".

Clear layout. Great room design. I stopped watching the review after the first adventure was described and ordered it.
Report back once you've run it. I'm considering getting another adventure from the same creator -- the Tomb of 1000 Swords -- and would love to hear a playtest of some or all of Wyvern Songs.
 

Depends on their weight. The carpet’s capacity is written in terms of pounds, not people. Figuring out who’s going on the carpet is a very different prospect depending on party composition.
I've just read through the adventure, and it actually does give this carpet's capacity in terms of people:
It can accommodate two Medium or Small creatures.
Clearly, the author intends that only two party members pursue on a carpet. Given that it goes over the rules for chasing on foot, they clearly think the rest of the party will pursue under their own steam.

Some other points, based on actually reading the adventure:

It doesn't matter how the thieves got in, and there is no way for the players to know.

There is no reason why the thieves shouldn't try Invisibility + Misty Step to escape the pursuing players. It might even succeed. The chase allows for "thieves escape" as a possible outcome.


I would say it's a pretty well written encounter, and not particularly difficult to run for inexperienced DMs, since it goes over the relevant chase rules from the DMG. It seems to account for most possible outcomes. A more experienced DM might want to give some thought to the spell selections and tactics of the the thieves, but it's perfectly fine if a less experienced DM just has them pew pew cantrips.
 
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embee

Lawyer by day. Rules lawyer by night.
The only one carrying the Star Wars torch in 1991 was WEG with their good and successful d6 SW RPG. But if "most successful" is an RPG then that's pretty close to dormant.
When did the CCG come out? I seem to remember it around 1993.
 

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