Dungeons & Dragons allows players to experience their Ocean’s Eleven fantasies in Keys From The Golden Vault, an adventure anthology centered on various heists. These adventures are meant to be unique experiences, and they all vary in challenge and tone, with some low-level quests better suited to different groups than others. It should be mentioned in advance that there will be no spoilers on the content of these adventures outside an overview of your local.
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The Stygian Gambit is ideal for role-players.
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Keys From The Golden Vault is all about heists, but those who’ve seen heist movies know it’s not just about sneaking into the establishment and knocking out guards with karate chops at the back of the neck. Many of these movies involve con artists persuading, tricking, and seducing people in hopes of extracting information, using the power of their personalities to accomplish more than using a weapon to threaten someone.
D&D has many charismatic character classes and archetypes that would work well in an RPG adventure. The best low level option for this in Keys From The Golden Vault is The Stygian Gambit, which is for a group of level two characters. In The Stygian Gambit, players break into a casino and steal the contents of the owner’s safe. This will give them plenty of opportunities to interact with customers, play mini-games of chance and uncover the secrets of casino defenses through the power of conversation and deception.
Reach For The Stars is an ideal adventure for Halloween
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The D&D multiverse is home to many Lovecraftian horrors, who reside in the darkest parts of the multiverse and wreak havoc wherever they go. In Keys From The Golden Vault, a level three adventure called Reach For The Stars allows players to get closer to the inhabitants of the distant kingdom, as they are tasked with breaking into a mansion and stealing a book containing rituals to summon. . mysteries. Unfortunately for the band, the information contained in the book has already been used…
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D&D often struggles with horror-themed adventures, as the game is a power fantasy where powerful adventurers use exceptional abilities and spells to battle the forces of evil. Reach For The Stars places these heroes in a Resident Evil-style story, where they must explore a haunted mansion and avoid the supernatural guardians and traps that roam its halls. This gives DMs a great opportunity to build suspense and strike fear into players’ hearts as they can’t talk their way out of their predicament and have to hide or face the horrors around every corner.
The Murkmire Malevolence is a perfect one-shot for conventions
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The great thing about D&D adventure anthologies, like Candlekeep Mysteries or Journeys Through The Radiant Citadel, is that they provide the perfect material for running D&D games all at once at conventions. These allow new players to experience the game in a public setting without the stress of having to form a party and commit to a schedule.
Keys From The Golden Vault has many quests that can be used to introduce new players to D&D, but the best is Murkmire Malevolonce’s level one quest, which involves entering a museum and stealing a mysterious egg before it does not hatch. . This mechanical aspect of adventure means the DM has the perfect excuse to get things done, which is great in cases where the party has a limited play window.
Murkmire Malevolonce’s concept is easy to grasp and players can quickly get up to speed on what to do as the adventure adapts to several different playstyles. In Murkmire Malevolonce, players can use stealth, role-playing, combat, or a combination of the three to achieve their goals, giving a good look at the different D&D playstyles.
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