Previously published anthologies for 5th edition Dungeons & Dragons have been particularly strong, including the essential Candlekeep Mysteries and the groundbreaking Journeys Through the Radiant Citadel. Now, publisher Wizards of the Coast is back with Keys From the Golden Vault, a book of heists for levels 1-11.
While all of the adventures inside the book are good, some are quite a lot better than others. Below are our picks for the top seven, listed in order of difficulty. Our notes include tips for eager Dungeon Masters looking to integrate these novel adventures into ongoing campaigns.
[Ed. note: This article includes spoilers for Keys From the Golden Vault.]
A fairly straightforward museum heist with lots of thinly written yet colorful characters, “The Murkmire Malevolence” is a single-sitting adventure that DMs will have a great time performing for their group. Even though it’s a first-level adventure, it’s a complex job with great visuals to share with your players. The best part here is what happens if the characters fail the adventure, which leads to a museum-wide hunt for a malevolent demon creature, with nods to Alien and Jurassic Park.
“The Murkmire Malevolence” would be a great way to kick off a new campaign with a new group of adventurers. With a little modification, it could also perform well for higher-level characters.
Clever DMs will steal the setting for “The Stygian Gambit” even if they don’t want to run this particular adventure. It’s a fun little casino heist, pitting old gambling buddies against one another in pursuit of settling old grudges. If your group has been eyeing Poker Face, this is a great way to bring that kind of intrigue into your D&D night. The real pleasure in this one is the casino
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