Keys from the Golden Vault is a Dungeons & Dragons adventure anthology that treats every mission like a heist, allowing players to live out their fantasy. Ocean’s Eleven dreams. The downside to this approach is that these adventures are meant to be standalone experiences and have very little connective tissue between them, so DMs will have to work a bit harder to tie them together into one campaign.

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Located in Baldur’s Gate countryside

Image via Wizards of the Coast

A central location and setting is the best way to start turning the Golden Vault Keys into a countryside, and there are few better places for that than the town of Baldur’s Gate. That’s because it’s by far the most comprehensive city in D&D 5e, thanks to Baldur’s Gate: Descent into Avernus’ detailed directory and wealth of information from previous D&D editions and the game series. Baldur’s Gate video.

Baldur’s Gate is a huge city filled with adventure, crime, and endless opportunities to get rich. It’s so large that most quests in Keys from the Golden Vault can be done safely in or near the city without players having to travel far. If an adventure takes place in a distant land, many wizards in town have access to teleportation spells, which can whisk players away and bring them back when they’re done.

More importantly, Baldur’s Gate is also days away from Candlekeep, so DMs can easily fit quests from the Candlekeep Mysteries anthology into their campaign without being too disruptive. This gives the group a chance to have more conventional adventures between heists to keep them from becoming stale.

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Wear the Crime Syndicate design from Tasha’s Cauldron of Everything

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Tasha’s Cauldron of Everything is an optional D&D sourcebook that contains rules for party patterns. These individuals or organizations round up adventurers, provide them with funding and benefits, and assign them quests. These group patrons range from nobles looking for skilled agents to ancient liches looking for spies.

Keys to the Golden Vault have an organization called Golden Vault, which acts as the default quest giver on most adventures. This group can be expanded on the model of the Crime Syndicate group, making it a more tangible organization with a headquarters, agents, recurring NPCs that players can work on, and exclusive perks such as the ability to purchase rare items via the group’s black market. . gate.

Drop recurring clues to a magic book throughout the campaign.

A Dungeons & Dragons Bard Escapes a Tower in Keys From The Golden Vault

Image via Wizards of the Coast

If there’s one thing nerds love more than anything else, it’s continuity. Esto está presente en la mayoría de las campañas de D&D 5e, ya que se pueden tejer pistas sobre el jefe final a lo largo de la aventura a medida que el grupo frustra graduallye todos sus planes, lo que lleva a une epic battle al finale de the story.

The problem with adventure anthologies is that they stand on their own, which is the case with Keys to the Golden Vault, since each quest has its own thing, with no characters shared between them outside of the players. and maybe a contact. . .

One way to tie all of the Keys to the Golden Vault adventures is to remove references to the final heist throughout the adventure, as it is a magical tome sought by a powerful being. The DM can easily include clues to how each adventure was caused by a magical book that brings chaos to the lives of those who find it, leading to a big reveal about its origins at the end of the campaign.

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