The upcoming adventure book consists of a series of 13 unconnected heists, but clever DMs can tie them together into a unified campaign. Each individual chapter will be a fully realized one-shot campaign, including unique settings, detailed NPCs, and multiple suggested strategies for pulling off the heist. will have players solving a murder on an interdimensional train, dodging booby traps in the vault of a notorious thief, and disguising themselves to infiltrate an opulent ball.
The one-shot quests contained in are so varied that it can be difficult to decide which heist to play first in the anthology. The heists are organized by level from 1 to 11, giving a sense of progression if players want to take the same characters through the entire series. However, it'll require a little more creativity to tie the disparate together into a single, connected campaign.
Related: D&D's Keys From The Golden Vault: A Wizards Of The Coast Interview
Each heist in the new anthology begins with players receiving a physical key, containing a mission briefing, from a clandestine group in the business of contracting thieves: the Golden Vault. player characters likely won't know much about the shadowy organization at first, as they use their wits and some sneaky spells in heists. Their Golden Vault contacts may remain tight-lipped. To link the heists, DMs can hint at a wider conspiracy, causing players to wonder whose pockets they're lining and why. As they complete the standalone heists, players may find themselves unraveling a larger mystery, and at the end, a corrupt Golden Vault leader could prove a satisfying final boss.
While each quest has its own unique identity, playing 13 heist missions back-to-back could get old quickly. DMs who
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