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Keys From the Golden Vault (Dungeons & Dragons Adventure Book) : Dungeons & Dragons: desertcart.co.uk: Books Review: Well received - This was purchased as a gift. It was very well received and that is all I can say really Review: Great for a first time DM - Plenty of detail, easy to run scenarios. Group loved it.









| Best Sellers Rank | 179,542 in Books ( See Top 100 in Books ) 196 in Role-Playing & War Games 1,054 in TV, Movie, Game Adaptations 3,673 in Dragons & Mythical Creatures Fantasy |
| Customer reviews | 4.5 4.5 out of 5 stars (1,093) |
| Dimensions | 21.59 x 1.27 x 27.94 cm |
| Edition | 1st |
| ISBN-10 | 0786968966 |
| ISBN-13 | 978-0786968961 |
| Item weight | 816 g |
| Language | English |
| Print length | 145 pages |
| Publication date | 24 Mar. 2023 |
| Publisher | Wizards of the Coast |
| Reading age | 12 years and up |
M**L
Well received
This was purchased as a gift. It was very well received and that is all I can say really
A**D
Great for a first time DM
Plenty of detail, easy to run scenarios. Group loved it.
P**K
Arrived battered but a good book nevertheless
The collection is fun and spreads many genres - not just heist for the sake of it. The content is fun to DM. I spent a good number of hours drawing out maps for my players to use prior to running anything. The plot hooks are varied so even if you don't use them you've plenty of inspiration to draw from. The book did arrive looking like someone previously tried to use it as a football though.
M**S
Good variety of adventures
Given the power creep in higher level D&D, some of these are more quests than heists, and it would have been good to see a greater proportion of lower-level adventures, where the PCs really do have to use their noggins rather than just click their fingers and cast spells.
P**R
One shot ideas
Some really good one shots in this book u run at my local gaming cafe
O**R
Pricey like all WOTC stuff
It's expensive for what it is. But has nice artwork and adventures.
J**E
Kinda lousy
I won't be running any of the scenarios. Maybe it's just me, but they seem to have been cranked out to order and lack any real thought.
R**N
Great collection of short scenarios
This anthology of short heist themed adventures proved to be fun and innovative. Although slimmer than most anthology books for DnD (such as the Candlekeep and Radiant Citadel ones) it's still 208 pages and doesn't squander too much time on setting. That might frustrate new DMs or those wanting to make a campaign out of it, and indeed dropping this into an existing campaign world like FR would need some work. The 13 adventures in here are each 1-2 sessions, depending on your players and whether they are gung ho, casual planners, or obsessive planners! They all present in traditional heist style: a hook (which might be the Key schtick, which is really cool), a contact, a crappy map, gathering intel/casing the joint, and then the heist. Some of the heists push the remit rather, and are kind of dungeons/normal short adventures dressed up with a mcguffin to grab. Fortunately these ones (Reach for Stars, Tockworths clockworks, Fire and Darkness) are each nicely done adventures so easy to forgive. of the more classic heist we have museums, casinos, prisons, mansions, vaults, thieves guilds, castles, abandoned temples (not a classic heist agreeably), a ball, and an interdimensional train to rob (,or reverse Rob in some cases). The Concordant Express is a great concept that I'll definitely use, just not with the rather patchy structure as written. Coolness aside, I think this would appeal to more veteran DMS who wouldn't mind some fleshing out and extra material to make PCs work for the levels, who would expand on rivals and rival organisations, and also have the experience to run some of these adventures which are often well written settings, but without guidance on how the heist might be done. Many of these could go south very quickly with daft players, bad rolls, or playing tough with the players. The mechanics could have been refined more here (like alert levels, reorganization after failed attempts, consequences of failure or details of capture) which is more of an issue with 5e as a system for crime stories (Blades in the Dark is said to be much better, and their might be mechanics there that could be imported into here). Ultimately I think I'll adapt 2/3 of these for my upcoming campaign which is a rendition of Rime of the Frostmaiden, and Tomb of Annihilation. Solid 4 stars for me.
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