Dungeons and Dragons has a new anthology, Keys From The Golden Vault, that includes 13 heists for any adventurers levels 1-11 to attempt with the promise of fabulous treasures if they can survive. These capers can be run as one-shot stand-alone games, included in any setting as a side adventure for an ongoing campaign, or strung together to create a campaign all their own. In early access now, the book officially releases on February 21 and will include artwork and maps that can be used during game sessions.

Keys From The Golden Vault gives DnD players a chance to move beyond just battling enemies. To succeed and survive, groups must come up with creative plans to pull off risky contracts. Whether they must figure out how to break into a haunted mansion or retrieve a key from a crime boss in prison, these tricky scenarios require a thoughtful approach and teamwork to pull off the heist correctly.

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How D&D Heists In Keys From The Golden Vault Work

Keys From The Golden Vault's Image of a rowboat with five people on a very dark gray stormy sea, heading into a mountainous coastline with one building with lights on inside in the distance

A mysterious decentralized organization of operatives and informants known only as The Golden Vault are out to provide justice in situations where something morally wrong may have occurred but was ignored by the authorities. It is said to possibly be run by benevolent dragons, and they need able-bodied adventurers to pull off their plans.

Parties receive their heist instructions through an ornate music box that is opened by golden keys delivered by the Vault's operatives. The entire book is designed so that each of these DnD adventures are created as tools for DMs to insert as a side adventure into any setting for an ongoing campaign- if a DM feels their group just needs a little something different, for instance.

All Heists Included In D&D's Keys From The Golden Vault

Dungeons and Dragons Book art Keys From The Golden Vault, with a party of four adventurers standing around a table looking at several maps

There are a total of 13 adventures included in Keys From The Golden Vault. These range for player levels 1-11 and include the maps and artwork a DM may wish to use with them. Each DnD heist is focused on player choices and has multiple paths to possible success, or failure. The heists and their recommended levels are as follows:

Adventure

Recommended Level

The Murkmire Malevolence

1

The Stygian Gambit

2

Reach for the Stars

3

Prisoner 13

4

Tockworth's Clockworks

5

Masterpiece Imbroglio

5

Axe from the Grave

6

Vidorant's Vault

7

Shard of the Accursed

8

Heart of Ashes

8

Affair on the Concordant Express

9

Party at Paliset Hall

10

Fire and Darkness

11

As a resource for DMs, the release of Keys From The Golden Vault offers the chance to be able to mix things up and have a bit of variety in their sessions, or to run as an episodic campaign for heist-lovers. A Dungeons and Dragons party will have to work together to come up with creative solutions to some of these contracts.

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