is the newest book to hit shelves (and ). This heist-themed anthology covers 13 short adventures, ranging from level 1 to 11. The heists can be completed as standalone adventures, or they can be strung together for one long campaign. Besides being well-written, every heist includes different adventure hooks — adding to the customizability of each.
Beyond the 13 heists, there are multiple options and suggestions within that can work well. Adventurers can choose to receive keys from the Golden Vault faction — instructions much like 's «your mission, should you choose to accept it» tapes. However, each heist in also includes alternative hooks that can keep sessions fresh — especially if players are trying to get through the entire book.
Related: Best Spells To Use For D&D Heists In Keys From The Golden Vault
There are also options for rival crews, each with their own motivation, that can add a sense of urgency (and competition) to these heists. And while each heist, perhaps expectantly, revolves around a MacGuffin, there are plenty of suggestions for moving the MacGuffin if DMs realize players are acquiring it too easily. It's these kinds of factors that let 's heists avoid completely railroading players despite the adventures being fairly on-rails.
The heists themselves have a lot of variety — a museum adventure, a Nine Hells-themed casino, and a haunted mansion are just a few of the locations players can expect to explore. Most of the heists feel pretty new and fresh, although «Prisoner 13» taking players back to Revel's End so soon after felt like it loses some impact («Party At Paliset Hall» in the Feywild so soon after has a similar issue). Even these are fun, however, and offer something different from any other
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