Dungeons & Dragons: Keys From The Golden Vault is the newest DnD book to hit shelves (and D&D Beyond). 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 Keys From The Golden Vault that can work well. Adventurers can choose to receive keys from the Golden Vault faction - instructions much like Mission Impossible's "your mission, should you choose to accept it" tapes. However, each heist in Keys From The Golden Vault also includes alternative hooks that can keep sessions fresh - especially if players are trying to get through the entire book.

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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 Keys From The Golden Vault'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 Rime Of The Frostmaiden felt like it loses some impact ("Party At Paliset Hall" in the Feywild so soon after Wild Beyond The Witchlight has a similar issue). Even these are fun, however, and offer something different from any other heist available.

Standouts include "Affair on the Concordant Express," an Agatha Christie's Hercule Poirot meets Sergio Leone's Man With No Name train heist that features a mind flayer detective named Ignatius Inkblot and the mysterious Stranger, giving off serious Clint Eastwood vibes. It's arguably the best heist in Keys From The Golden Vault, although "Tockworth's Clockworks" (a steampunk heist) and "The Murkmire Malevolence" (the museum heist, which is also the level 1 adventure) are also highly recommended.

Getting to use these as a single campaign in Keys From The Golden Vault is also another highlight, especially for anyone with a dedicated DnD group who may wish to get through every heist together. Using milestones to level up (completing the heist) typically means each adventurer is at the recommended level, although repeats at level 5 and 8 may result in some players being a bit overpowered and the DM needing to adjust.

Keys From The Golden Vault has a little something for everyone, and it's through this variety that it truly succeeds. As standalone missions or as a campaign, Dungeons & Dragons: Keys From The Golden Vault features some of the most well-written and enjoyable 5e adventures to date. There's not a bad apple in the bunch.

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