Keys from the Golden Vault is a 5th–edition Dungeons & Dragons anthology featuring thirteen heist-themed adventures.
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
Contents[]
Keys from the Golden Vault includes the following adventures:
- "The Murkmire Malevolence", revolving around the theft of a mystery egg from a museum to prevent a catastrophe.
- "The Stygian Gambit", featuring a heist in an infernally themed casino.
- "Reach for the Stars", with a search of a Far Realm–warped mansion for The Celestial Codex.
- "Prisoner 13", wherein the adventurers must retrieve a key from a crime boss imprisoned in Revel's End.
- "Tockworth's Clockworks", in which a deep gnome town is besieged by clockwork automata.
- "Masterpiece Imbroglio", with retrieval of a stolen painting from a thieves' guild.
- "Axe from the Grave", a story about helping a deceased bard rest by finding their stolen mandolin.
- "Vidorant's Vault", the vault of a famous thief from which a stolen diadem must be recovered.
- "Shard of the Accursed" where to save a town from destruction, adventurers must employ a magical shard to mend a giant's broken heart.
- "Heart of Ashes", this time finding a king's lost heart to once again prevent a catastrophe striking a kingdom.
- "Affair on the Concordant Express", on a train through the planes, adventurers must get information from someone.
- "Party at Paliset Hall", with a theft of a diamond from an archmage in the Feywild.
- "Fire and Darkness", stealing a Book of Vile Darkness from an efreet.