Review: Wizards of the Coast – Keys From the Golden Vault (Dungeons & Dragons)


Keys From the Golden Vault
Keys From the Golden Vault is an epic fantasy adventure supplement for Dungeons & Dragons, written by Justice Arman, Brian Cortijo, Kelly Diggers, Dan Dillon, Ari Levitch, Renee Knipe, Ben Petrisor, Mario Ortegon, Erin Roberts, and James L. Sutter and published by Wizards of the Coast.
By Dave Pierson

Learn more about Keys From the Golden Vault here
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The Homebrew DM’s Perception

DISCLAIMER: THE GOLDEN VAULT CANNOT BE HELD RESPONSIBLE FOR THE INFILTRATION OF ANY PROPERTY BY BURGLARS OR ANY OTHER ACQUISITION EXPERTS, OR FOR THE PURLOINMENT OF ANY BELONGINGS, REGARDLESS OF THEIR WORTH OR CURRENT OWNERSHIP STATUS. THE GOLDEN VAULT DISAVOWS ANY INDIVIDUALS WHO CLAIM ASSOCIATION WITH THE ORGANIZATION, WHICH IS LEGALLY NONEXISTENT. ANY INDIVIDUALS WHO SWINDLE, MANIPULATE, TAKE ADVANTAGE OF, OR OTHERWISE HARM INNOCENTS ARE SUBJECT TO THE GOLDEN VAULT’S LEGALLY IMAGINARY SCRUTINY.

– Wizards of the Coast, Keys From the Golden Vault, 2023

InceptionBaby DriverOcean’s ElevenThe Nut Job…  very fun heist movies in their own right, and just in time for the release of Honor Among Thieves, Wizards brings forth Keys from the Golden Vault. Thirteen standalone heist adventures that can also be combined under the guise of a single patron to make that all-rogue party a little more fun.

Each of the thirteen adventures are written for a certain level progression, but can easily be modified to fit any party’s need. In fact, if you combine them into one full campaign, you can take your players from level 1 to 11.  The book provides adequate motive for adventure as well as a rival gang looking to absconder with the treasure before your Player Characters (PCs) do, even providing motivation for the rivals. Finally, each adventure provides a mission briefing, an opportunity to plan the heist through investigation, a chance to execute that plan, and then a conclusion in which the PC’s actions will determine their level of success and reward, including a magic item or two.

We all dream of running/playing in parties made up of one class. “How fun would x be?” After running a couple of the adventures through with my own homebrew crew, this truly is the book for you and your rogue friends. The rogue class provides enough variability within itself that you could easily create a party of different rogues where each bring their own little nuance to the heists that doesn’t feel repetitive. Sure, you could probably get away with an all-bard class, or, if your PCs are thoughtful, could maybe even get away with your standard fighter, rogue, cleric, wizard troupe. But rogues really shine here! The heists are well thought out and the rival gang incorporation is fun for the DM to tease the PCs with.

Overall this is a fun adventure book that can be that self-sustained campaign for an all-rogue party or if you are looking for a simple heist to add to your own homebrew campaign, this is a resource you can certainly lean on.

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